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Fantasy rulebook

DESIGN COVER ART


Nikola Vrtis Chris Dien

BASED ON MATERIAL BY & INTERIOR ILLUSTRATIONS


WITH SPECIAL THANKS TO Thomas M. Baxa (p. 109), Talon Dunning (p. 48, 101,
Greg Farshtey, Douglas Kaufman, Fred Jandt, Peter 123), Tim Eldred (p. 110), Fil Kerney (p. 50), Jaime
Schweighofer, Bill Slavicsek, Bill Smith, Ed Stark, Lombardo & Ron Hill (pp. 7, 40, 46, 52), John Paul
George R. Strayton, Teeuwynn Woodruff, Lona (p. 55), Christopher Martinez (pp. 18, 20, 26,
and other D6 System, MasterBook, 29, 31, 43, 107), Aaron Nakahara (p. 3, 33, 62, 68,
Shatterzone, and Torg contributors 77, 79), Allen Nunis (p. 9, 71), Daniel Schenström
(pp. 25, 39, 65, 74, 81, 83, 119, 121, 123), Lee Smith
EDITOR (pp. 128, 129, 130, 131, 132, 133, 134, 135, 136,
Steven Marsh 137), Karl Waller (p. 5), Chris Watkins (p. 117), Tyson
Wintibaugh (pp. 34, 66, 80, 97, 124), Adobe Illustrator
COVER GRAPHIC DESIGN Creative Suite Premium (acorns, flowers, feathers,
Eric Gibson leaves, mushrooms, nuts, shells)

INTERIOR GRAPHIC DESIGN D6 FANTASY PLAYTEST TEAM


Nikola Vrtis Aaron Deskins, Gar Francis, Ron Fricke,
Max Hattuer, François Letarte (with Olivier Comeau,
PUBLISHER Ugo Ducharme), Kevin MacGregor (with Shari
Eric Gibson MacGregor, Greg Nagler, Chuck Walle), Scott Palter,
German E. Vargas Ramos (with Gilbert López Arroyo,
SPECIAL THANKS TO Eddie Cepeda, Roberto Ponce, Gerardo Rachumi),
Gar Francis (for additional sailing ship information); Tom Zunder, the D6-WEG mailing list
Rachel Gibson; Steve Long; Pyramid magazine (www. (d6-weg-subscribe@yahoogroups.com),
sjgames.com/pyramid) Spell Measures benchmark the Torg mailing list (torg-request@roadkill.com)
respondents (Michael Bloss, Frederick Brackin, … and their groups, friends, and accomplices. Thank
Joe Chaparro, Anthony Jackson, Dustin Tranberg, you for the use of your imaginations and your time.
Roger Burton West)

For free support, information about books for this game system and
other WEG systems, links to fan sites, details on licensing this system,
and much more, visit our Web site at www.westendgames.com!
WEG 51013 • Version 1.3 • ISBN 1-932867-02-3 • First Printing July 2004 • Last Change June 15, 2006

WEST END GAMES • www.westendgames.com


© 2004 Purgatory Publishing Inc. All Rights Reserved. West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
• CONTENTS·
INTRODUCTION 3 CHAPTER X: COMBAT OPTIONS 68
Introductory Adventure 4
CHAPTER XI: EXAMPLE SKILL DIFFiCULTIES 72
KEVTERMS 8 Using the Difficulties & Modifiers 72
Information Skills (Intellect) 72
CHAPTER I: CHARACTER BASICS 9 Interaction Skills (Charisma) 72
Character Creation 9 Mental Defenses 73
Attributes 10 Observation Skills (Acumen) 73
Skills 11
Advantages, Disadvantages, & Special Abilities 11 CHAPTER XII: MAGIC 83
Move 13 Obtaining Access to Magic 83
Special Points 13 Learning & Improving Magic Skills 83
Body Points & Wounds 13 Magic Skills 83
Strength Damage 14 Characteristics of a Spell 84
Funds 14 Using Spells & Their Effects 84
Equipment 14 Designing the Spell 85
Character Features & Other Details 14 Basic Aspects 86
Spell Measures Table 87
CHAPTER II: CHARACTER OPTIONS 15 Optional Aspects 89
Costs at Character Creation 16 Final Spell Total & Spell Difficulty 94
Disadvantages 17 Design Time 94
Advantages 27 Spell Design in Action 95
Special Abilities 32 Blank Spell Worksheet 96
Special Ability Enhancements 40
Special Ability Limitations 40 CHAPTER XIII: PRECALCULATED SPELLS 97
CHAPTER III: NON-HUMAN RACES 42 CHAPTER XIV: MIRACLES 103
Obtaining Access to Miracles 104
CHAPTER IV: IMPROVING CHARACTERS 44 Learning & Improving Miracles Skills 105
CHAPTER V: GAME BASICS 47 Miracles Skills 105
Rolling Dice 47 Using Invocations & Their Effects 105
Wild Die 47 Designing Invocations 106
Improving a Roll 47 Required Aspects 106
Using Skills 49 Disallowed Aspects 106
Untrained Skill Use 49 Aspect Specifics 106
Game Time 49 Minimum Difficulty 108
Initiative 49 Sample Invocations 108
Performing Actions in Rounds 50 CHAPTER XV: EQUiPMENT 113
Actions that Take Time 51 Purchasing Equipment 113
Related Skills 52 Coins 113
Preparing 52 Gear 114
Rushing 52 Mystical Artifacts 115
Groups 52 Holy Items 115
Choosing Difficulties 52 Armor & Shields 115
Standard Difficulties 52 Gunpowder Weapons 117
Opposed Difficulties 53 Missile & Thrown Weapons 117
Special Difficulties 53 Melee Weapons 118
Generic Modifiers 54 Improvised Weapons 118
Determining Success 54 Vehicles 118
Result Points 54
CHAPTER XVI: GAMEMASTER TiPS 120
CHAPTER VI: MOVEMENT 55
CHAPTER XVII: ADVENTURE TIPS 121
CHAPTER VII: COMBAT 60 Creating Adventures 121
Attacking & Defending 60 Running Adventures 123
Base Combat Difficulty 60 Rewarding the Players 125
Determining Success 61 Generic People 125
Determining Damage 61 Generic Animals 126
Determining Strength Damage 62 Generic Monsters 126
Optional Damage Bonus 62
Combat Example 62 CHARACTER TEMPLATES 128
CHAPTER VIII: DAMAGE 63 BLANK CHARACTER SHEET 138
Damage & Body Points 63
Damage & Wound Levels 63 D6 REFERENCE SHEET 140

CHAPTER IX: HEALING 66 DIE CODE SiMPLIFiCATION 142


Body Points 66 INDEX 143
Wound Levels 66
OGL 145
• Introduction •
This book provides the fundamentals necessary to play in nearly Do you have some time to learn the rules, but you don’t
any fantasy setting — low, high, and pseudo-historical — using West want to be the gamemaster? Read all of the chapters up through
End Games’ famous D6 System roleplaying game rules. the “Healing” chapter. In this introduction is a solitaire adventure
If you’re reading this book, you probably already know what a role- that will get you started on the basics; the rest of the chapters fill
playing game is. In case you need a refresher or to explain it to your in more details. Then skip to the “Equipment” chapter. If you’ll also
friends, we suggest telling them that this is an interactive storytelling play someone with magical or miraculous abilities, you’ll also need
game wherein they play the part of major characters in the story. If to read those chapters.
they’re still interested, let them read this introduction. Do you want to be the gamemaster, with all its responsi-
You might also want to start with this introduction if you’ve role- bilities and privileges? You’ll need to read this entire book, or at
played before getting this book but it wasn’t with the D6 System. least through the “Healing” chapter and skim the rest. Then use the
“Adventure Tips” chapter to design your own scenario. After that,
What Is a Roleplaying Game? invite some friends over, introduce them to creating characters,
and have fun!
A roleplaying game is very much like improvisational acting or

System Overview
interactive storytelling — but with rules. Many video games are like
this, and there are plenty of online interactive worlds, so chances are
good that you know what a roleplaying game is about. This roleplaying This overview provides basic concepts germane to roleplaying with
game, however, doesn’t need any expensive equipment, special soft- the D6 System. The concepts presented herein are further explained
ware or cartridges, or a connection to the Internet. in the rest of this book, and an introductory adventure will give you
a chance to try out what you’ve learned here.
What Do I Need to Play?
To play this game, you need this book, some paper, something Performing Actions
to write with, some six-sided dice, a lot of imagination, and a group Each player has a character with attributes and skills that describe
of people, one of whom is willing to act as the guiding force in the how well he or she can perform various actions. Attributes represent
game. This person is called many things, but “gamemaster” serves a character’s innate abilities, while skills are specific applications of
well as shorthand for someone who presents information about the those abilities.
game setting, creates obstacles for the other players to overcome,
takes the part of the people the players encounter, and adjudicates
the rules. The rest of the group, simply called “the players,” take on
roles of major characters in the story that they and the gamemaster
create together.
The stories are called “adventures” or “scenarios.” Very short
adventures, usually encompassing only one or two obstacles to a
simple goal, are referred to as “encounters.” A series of encounters
can become an adventure, while a series of adventures can turn into
a campaign. This book contains a chapter (called “Adventure Tips”)
on how to come up with adventures.

Where Do I Go Next?
Will you be you joining a game where everyone else knows
how to play, and you don’t have a lot of time to learn the rules?
Read Chapter 1, “Character Basics,” and then flip to the character tem-
plates on pages 128–137 of this book. Ask the gamemaster which one
or ones you can use. (These are also available for downloading from the
West End Games Web site.) Fill in the template as you learned from
Chapter 1, then take the sheet to the game session and start playing.
The rest of the players will teach the details as you go along.
Introduction • Page 4

Introduction • Page 4
Most game mechanics in D6 Fantasy involve rolling some six-sided particularly difficult and heroic situations.
dice. A die code associated with each attribute and skill represents When you spend a Character Point, you get to roll one extra Wild
how good the character is in that area. A die code associated with a Die when you character tries to complete a task. You may choose to
weapon shows how much harm it can cause. The larger the number, spend a Character Point after you’ve made a roll (in case you want
the more experienced, trained, or naturally adept your character is, to improve your result).
or the more deadly the weapon, or the more useful the equipment. When you spend a Fate Point, that means your character is using
Each die code indicates the number of six-sided dice you roll all of her concentration to try to succeed. You may spend a Fate Point
when you want your character to do something (1D, 2D, 3D, 4D, 5D, only before any die rolls are made. Doing so doubles the number of
etc.), and sometimes an amount (called pips) of “+1” or “+2,” which dice you’d normally roll, usually for one round and one action only,
is added to the total result you roll on the dice. though the gamemaster may allow players to spend more Fate Points
Example: If your character’s Physique attribute is 3D+1, when in particularly challenging moments. This allows the character to do
you have her try to lift a ale barrel, you would roll three dice and add one action really well.
1 to the total to get her result. Once a Character Point or Fate Point is used, it’s gone. You gain
more Character Points at the end of a game for completing goals and
To represent the randomness of life (and the tons of little modifiers
playing well. You may get back Fate Points at the end of the game if
that go along with it), every time you roll dice, make sure that one
they were used at a brave, heroic, or climactic moment.
of them is of a different color than the others. This special die is the
Wild Die, and it can have some interesting effects on your dice total.
(If you only have one die to roll, then that die is the Wild Die.) Try It Out!
If the Wild Die comes up as a 2, 3, 4, or 5, add the result to the Now that you have the basics down, let’s try out a short scenario.
other dice normally. If the Wild Die comes up as a 6, this is a Critical First, you’ll need a character. On the next page, you’ll find a template.
Success. Add the 6 to your other dice results and roll the Wild Die Most of the game characteristic information is filled in. The attributes
again. As long as you roll a 6, you keep adding the 6 and you keep and skills are listed in two columns on the left-hand side of the page.
rolling. If you roll anything else, you add that number to the total and The attributes names — Agility, Coordination, Physique, Charisma,
stop rolling. If the Wild Die comes up as a 1 on the first roll, this is a Intellect, Acumen, and Extranormal — are printed in bold above the
Critical Failure. Tell the gamemaster, who will let you know whether lighter skill names. There are more skills in the game than the ones
or not to add it to your total. listed on this sheet, but these are the ones commonly associated with
The higher you roll, the better your character accomplishes the the type of profession this template is supposed to represent.
task at hand. When your character tries doing something, the game- In the center column, below the chain line, are some more char-
master decides on the required skill and a difficulty based on the acteristics. Fate Points and Character Points show the number of
task’s complexity. The gamemaster doesn’t usually tell you the dif- these special roll-improving bonuses your character currently has.
ficulty number you need to equal or beat to succeed. He often won’t Funds and silver are measures of how much wealth your character
inform you which tasks are easier and which are harder, though he can usually get at.
might give you hints. (“Hmmm, jumping over a narrow ravine with In the far right column, you’ll see Advantages, Disadvantages,
a raging river below is going to be pretty hard.…”) The gamemaster Special Abilities, and a description of your character. These give you
then uses the rules to interpret the die roll and determine the results an idea about the kind of character that you’re playing. The equipment
of the action. paragraph lists the items your character can use during the game.
Below that, you’ll find “Strength Damage.” This shows how much
Getting Hurt harm your character can cause with brute force. Underneath this is
To describe how much injury a character can sustain, the game- “Move.” This characteristic lists the number of meters your character
master decides on one of two ways of determining how much damage can easily walk in five seconds.
a character can take: Body Points or Wounds. After those, you’ll see the Body Points, Wound levels, and the
With the Body Points system, each character has a certain number related Body Point ranges for your character. Each of these represents
of Body Points (which are figured out when you create your character). how much injury your character can take. This short adventure won’t
You subtract the amount of damage the attacker rolls for his weapon use Wounds or the Body Points range, so you can ignore them. Instead,
from the total number of Body Points your character has. you only need to keep in mind the Body Points number.
With the Wounds system, each character has a certain number
of Wounds. You roll your character’s Physique while the attacker
rolls damage. Compare the difference between the damage and the
Physique roll the Wounds level chart; the chart lets you know how Have a Character?
many Wounds your character gets from the attack.
If you already have a D6 System character — from another
In either system, when your character has no more Body Points
D6 System game or because you created a new one using
or Wounds left, she’s toast.
the rules in this book — you can still play this adventure.
Improving Rolls Simply skip to the “A Typical Tavern” section and follow the
directions.
In addition to scores for a character’s attributes and skills, she
has Fate Points and Character Points. You can spend these points in
Templates • Page 5

Fantasy
Character Name: ___________________________________
Occupation: Aspiring Hero
Race: Human ____________________ Gender: __________
Age: __________Height: ___________ Weight: __________
Physical Description: _______________________________
__________________________________________________

Agility _____________ 3D+1 Intellect ____________2D+2


acrobatics _______________ cultures _________________
fighting _________________ healing _________________
climbing ________________ navigation _______________
dodge___________________ speaking ________________
flying ___________________ trading _________________
jumping ________________ traps ___________________
melee combat ____________ ________________________
stealth __________________ ________________________
________________________ ________________________
________________________ ________________________ Advantages: None
________________________ ________________________
________________________ ________________________ Disadvantages: None
Coordination _______ 2D+2 Acumen ____________ 3D+1 Special Abilities: None
marksmanship ___________ crafting _________________ Equipment: Dagger (damage +1D); leather
throwing ________________ hide ____________________ jerkin (Armor Value +2); shoulder bag with
________________________ investigation _____________ cheese, bread, and silver coins in it
________________________ know-how _______________
________________________ search __________________ Description: Always fascinated by the trav-
________________________ streetwise _______________ eling sword-showmen that came through

Permission is hereby granted to photocopy this page for personal use. Copyright 2004 Purgatory Publishing Inc., www.westendgames.com.
________________________ survival _________________ your little village, you practiced mimicking
tracking _________________ their techniques (in between your chores
Physique _____________ 3D — and sometimes as part of them). Perhaps
________________________
lifting __________________ inheriting wanderlust from your uncle, you
________________________
running _________________ have set out to find your fortune in the larger
________________________
stamina _________________ world and maybe gain fame by helping a few
________________________
swimming _______________ people along the way.
________________________ Extranormal _________ 0D
________________________ ________________________
________________________ ________________________
________________________ Strength Damage ________________ 2 D
Charisma _____________ 3D
________________________ Move ____________________________ 10
charm __________________
________________________
command _______________
________________________ Body Points ______________________ 33
intimidation _____________ Wound Level Body Points Range
mettle __________________ Stunned 20–27
persuasion_______________ Fate Points _____________ 1
Wounded 14–19
________________________ Character Points________5 Severely Wounded 7–13
________________________ Incapacitated 4–6
Funds _______________ 3D
________________________ Mortally Wounded 1–3
________________________ Silver _______________ 180 Dead 0
Introduction • Page 6
Now that you can find your way around a character template, let’s maneuver seemed to off-balance him, though. He staggers back a
fill in the missing game characteristics. To keep it easy, pick seven step and trips over the fallen chair, crashing to the floor and staying
skills that you want your character to have experience or training there in a drunken stupor.
in. Look at the die code next to the attribute that the first skill is • Go to 13.
listed under, and add one to the number in front of the “D.” Write
this new die code next to the skill. Do this for each of the seven 5
skills you picked. The drunk is quicker on his feet than he looks. Before you can react,
Example: If you decided to put 1D in climbing, your score for he rushes forward to punch you. His wild swing connects with your
climbing would be your Agility score plus one, or 4D+1. stomach, causing you to stagger a step. Let’s find out how much that’s
Then fill in the top of the sheet, if you’d like, with your character’s going to hurt. Your ability to resist damage, called your damage resis-
name and other details. tance total, equals the Armor Value of any protection you’re wearing (like
In addition to your character sheet, you’ll need a pencil and some your leather jerkin) plus any other modifiers. Since there are no other
six-sided dice, one of which should be a different color or size than modifiers, your damage resistance total equals 2 (which is the Armor
the others. This special die is your Wild Die. As you go through this Value of the jerkin). Your adversary did four points of damage with his
scenario, don’t read the sections in order. Instead, start with number fist. So, the total amount of injury you take equals the tough’s damage
1, make a selection, and read the section where your selection tells total minus your damage resistance total, or two points. Subtract two
you to go. Keep doing that until you get to section 15, which is the points from the total number of Body Points you have.
end. Then you’ll be ready for your first D6 Fantasy adventure! That’s not even enough to knock the wind out of you. Now it’s
your turn.
A Typical Tavern • If you want to persuade him to drop this fight, go to 7.
1 • If you think he’ll only listen to force, go to 9.
You’ve only been at this adventuring thing a few months, and so 6
far, it hasn’t been quite what you expected — no maidens in distress;
You rolled a Critical Success on the Wild Die. Add the 6 to the total
no villages tormented by beasts.
of the other dice, and roll only the Wild Die again. As long as you
As you come into a hamlet, you dejectedly head for the tavern.
get a 6 on the Wild Die, keep adding that 6 to the total and roll the
You step inside and pause a moment, waiting for your eyes to adjust.
die again. If you get any other number – even a 1 – simply add that
Large windows with shutters open wide to let in some light.
number to the total you already have. (If you’re using the Aspiring
You see a Human woman and an Elf man talking at one table
Hero sample character, then you add a 1 to the final total.)
far from the door. Several paces closer, a Human man, somewhat
grizzled, seems to be getting himself well drunk at another table. • Go to 10.
Upon spotting you come in, he staggers to his feet, knocking his
chair backwards with a clatter. “You can’t have my table!” the older 7
man yells as he wobbles toward you. “I’m not sure what your problem is,” you speak calmly to the weav-
Before you decide what to do, let’s find out who goes first: go ing man, “but there’s no reason to take it out on me. I just walked
to 12. into town a few minutes ago. Why don’t I buy you an ale, sir, or take
you outside to get a little fresh air?”
2 Look at your character sheet and find charm or persuasion. If you
put extra dice in either of these, look at the die code next to the
You rolled a Critical Failure on the Wild Die. Take away the one
skill name. If you didn’t, then look at the die code of their govern-
and your highest number. Read the result on the remaining die, and
ing attribute, Charisma. Take a number of dice equal to the number
add any pips if your Acumen die code included them. (If you’re using
in front of the “D” of whichever one you’re using; make sure one of
the Aspiring Hero sample character, then you add 1 to the number
those dice is the Wild Die. Roll the dice. If the Wild Die is a 1, take
on the die.)
it away as well as the highest die and add the rest of them. If the
• Go to 5. Wild Die is a 6, add the 6, reroll the Wild Die, and keep adding and
rerolling as long you get a 6 (otherwise, just add the number to the
3 rest of the total). If it’s anything else on the Wild Die, add together
You seemed to have convinced the man. His shoulders sag, and the results of all of the dice.
he reaches down to pick up the fallen chair. This has the interesting
• If the total on the dice is greater than or equal to 15, go to 3.
effect of unbalancing him. He tumbles over the chair and doesn’t get
• If the total on the dice is less than 15, go to 14.
up, apparently having dropped into a drunken stupor.
• Go to 13. 8
You give him a quick and sharp jab on the jaw. The older man’s
4 eyes go wide. He staggers back a step and trips over the fallen chair,
The old man must have somehow anticipated your move (or his crashing to the floor and staying there in a drunken stupor.
wobbling made you miscalculate your punch), because he steps out
• Go to 13.
of the way just as your fist is about to connect with his face. Your
Introduction • Page 7
9 14
Some people can be reasoned with, and others need a tap on their The drunk sneers at your ridiculous statement, and he rushes
noggins to get their attention. Look at your character sheet and find forward to punch you. His wild swing connects with your stomach,
fighting. If you put extra dice in this skill, look at the die code next causing you to stagger a step. Let’s find out how much that’s going
to the skill name. If you didn’t, then look at the die code of the gov- to hurt. Your ability to resist damage, called your damage resistance
erning attribute, Agility. Take a number of dice equal to the number total, equals the Armor Value of any protection you’re wearing (like
in front of the “D” of whichever one you’re using; make sure one of your leather jerkin) plus any other modifiers. Since there are no other
those dice is the Wild Die. Roll the dice. If the Wild Die is a 1, take modifiers, your damage resistance total equals 2 (which is the Armor
it away as well as the highest die and add the rest of them. If the Value of the jerkin). The drunk did four points of damage with his
Wild Die is a 6, add the 6, reroll the Wild Die, and keep adding and fist. So, the total amount of injury you take equals your adversary’s
rerolling as long you get a 6 (otherwise, just add the number to the damage total minus your damage resistance total, or two points.
rest of the total). If it’s anything else on the Wild Die, add together Subtract two points from the total number of Body Points you have.
the results of all of the dice. That’s not even enough to knock the wind out of you.
• If the total on the dice is greater than or equal to 5, go to 8. As you’re recovering, the older man spits at you, an action that
• If the total on the dice is less than 5, go 4. ultimately unbalances him. Unable to stop his fall, he crashes to floor
and remains there, snoring loudly in a drunken stupor.
10 • Go to 13.
You’re a little quicker at assessing the situation than the drunk
is. You get the chance to do something before he can react. What do 15
you want to do? In a full-length adventure, you’d have a lot more choices, but hope-
• If you want to persuade him to drop this fight, go to 7. fully this short adventure gave you an idea of how the game works.
• If you think he’ll only listen to force, go to 9. If you’re unsure, go back through the scenario, picking different
answers and, probably, making different die rolls. When you think
11 you’re ready, you can use the Aspiring Hero character to play in other
Since you didn’t get a 1 or 6 on the Wild Die, simply total the adventures with your friends, or you can go to Chapter 1 and learn
dice and add any pips if your Acumen die code included them. (If how to make your own character. Happy adventuring!
you’re using the Aspiring Hero character, then you add a 1 to the
total on the dice.)
• If the Acumen total is greater than or equal to 6, go to 10.
• If the Acumen total is less than 6, go to 5.

12
First, let’s find out who’s got the faster reactions in this combat
encounter. Look at your character sheet and find “Acumen” and the
die code next to it. Take a number of dice equal to the number in
front of the “D”; make sure one of those dice is the Wild Die (and
differently colored from the rest). So, if the die code is 3D+1, you
would have two regular dice and one Wild Die. Roll the dice and then
select the option that matches the results on the Wild Die.
• If you rolled a 1 on the Wild Die, go to 2.
• If you rolled a 6 on the Wild Die, go to 6.
• If you rolled any number other than a 1 or a 6, go to 11.

13
The woman, other man, and bartender have watched this exchange,
seemingly nonplussed by it all. The bartender shakes his head as he
goes back to wiping out mugs. The woman motions you over to her
and her companion. “Come here. Let us buy you a drink. We don’t
get many visitors here, and despite Stepka’s proclamation, we don’t
mind them. Tell us about yourself. What brings you to our town?”
You seat yourself at the table, gratefully accepting the drink and
deciding how best to start your tale.
• Go to 15.
• Key Terms •
These definitions provide you with a general idea of what each Fate Point: A bonus representing that a character is using all of
term means; they are described in more detail within the book. her concentration to try to succeed. Allows the player to, at least,
Terms italicized within each definition refer to another entry within double the number of dice on one roll. Sometimes the gamemaster
this glossary. will provide other benefits.
action: A task that the character undertakes or something that free action: Any action that needs only a few seconds or less to
the character does, like give a speech or climb a wall. perform or do, such as taking a few steps or glancing quickly around
active defense value: A number the character gets when con- a room.
centrating on getting out of the way of an attack. modifier: A number or die code that is added or subtracted from
Armor Value: A die code representing the amount of protection another number or die code to represent a change in the typical
a defensive covering provides. It can help determine the damage situation.
resistance total. This term is sometimes abbreviated AV. multi-action penalty: A modifier to a skill or attribute die code
Body Points: One of two ways of indicating the amount of that represents the increased challenge of doing more than one
injury a character can sustain, listed as a number. The damage total action at a time.
is subtracted from the character’s current Body Point total. May be opposed difficulty, opposed roll: A difficulty that applies when
used alone or with Wounds. one character resists another character’s action. In this case, both
Character Point: A bonus representing a surge of adrenaline or characters roll die codes related to the activity and compare them.
that extra luck the main characters of a story seem to have. Allows passive defense value: A number representing a character’s
the user to roll an additional Wild Die. innate ability to get out of the way of danger. It usually equals 10.
combat difficulty: A number representing how challenging it is pip: An added bonus to the total result that came up on the
to attack someone or something. It equals the active defense value or dice. A “+1” means one is added to the total, while “+2” means two
the passive defense value. is added.
complementary skill: A skill whose results could aid in the use range (in combat): The distance from the attacker to the target.
of another skill. result points: The difference between the total rolled with an
creation points: Points used when designing a character to pur- attribute’s or skill’s die code and the difficulty of an action.
chase die codes in game characteristics or other features that represent result points bonus: Usually, one-half (rounded up) of the
the character’s abilities, experience, and background. result points figured for an action. It sometimes may be used to
Critical Failure: A result, represented by a 1, on the Wild Die affect other rolls.
that indicates something bad has occurred. round: A unit of time equal to five seconds in the game world.
Critical Success: A result, represented by a 6, on the Wild Die Figuring out what happens in a round can take longer.
that indicates something good has happened. Generally, the player scale: A game mechanic representing that opponents of vastly
adds the 6 to the current total and rolls again, adding and rerolling different sizes can affect each other differently in combat.
as long as a 6 comes up. standard difficulty: A number, generally selected from a chart,
D (as in “1D”): An abbreviation for “six-sided dice.” The number in assigned to an action based on how challenging it is.
front of the “D” is part of the die code, and lets you know how many Strength Damage: A die code representing the amount of harm
six-sided dice to roll. a character can do because of his or her physical prowess.
damage resistance total: A number that indicates how much Toughness: A die code representing the amount of damage an
injury a character or object can absorb, soak, or deflect. object can take, similar to a character’s Physique attribute.
damage total: A number representing how much injury or unskilled modifier, untrained modifier: A modifier added to
destruction something has caused. an action’s difficulty that represents the increased difficulty of doing
defaulting to an attribute: Using the die code for an attribute something without the right training or experience. The terms are
when the character doesn’t have a higher die code in the needed used interchangeably.
skill. Wild Die: A six-sided die, of a different color or size from other
die code, score: The number of six-sided dice players roll (1D, 2D, dice used, that represents the randomness of life, with the 1 and the 6
3D, 4D, 5D, etc.), and sometimes an amount (called pips) of “+1” or indicating a special result (see Critical Failure and Critical Success).
“+2” that is added to the total result that came up on the dice. “Die Wounds: One of two ways of indicating the amount of injury
code” and “score” are used interchangeably. a character can sustain, listed as a level. The level is determined by
difficulty: A number representing how challenging it is to per- comparing the difference between the damage total and the damage
form an action. resistance total to a chart. May be used alone or with Body Points.
CHAPTER I

• Character Basics •
What’s in this Chapter These guidelines assume you’ll make a normal Human character.
If not, talk with your gamemaster about the minimums, maximums,
This chapter covers three methods of character creation and pro- and other requirements for the character race you want to use. Peruse
vides an overview of the attributes and skills available to characters. the “Non-Human Races” chapter for some sample ideas.
If you’ve made a character already, skip past “Character Creation” See the various sections in this chapter for details on dice distri-
to “Attributes” and skim the rest of the chapter, adjusting your bution and figuring out other aspects of your character.
character if necessary.
Attributes: Distribute 18 dice among the seven attributes. The

Character Creation minimum is 1D and the maximum is 5D in all attributes except Extra-
normal attributes, which remains at 0D for most characters.
To make a character, you’ll need to select a template from within Skills: Distribute seven dice among the skills. The maximum
this book or another D6 System game, or make your own. A blank number of dice added to any one skill is 3D.
character sheet also is included at the end of this book. You can either Move: This equals 10 meters per round.
photocopy your chosen sheet, or copy the information onto a separate Body Points: If your gamemaster is using this characteristic,
piece of paper. You also can find the templates available free at the roll your character’s Physique and add 20 to the total. Ignore this
West End Games Web site, www.westendgames.com. characteristic if your gamemaster is only using Wounds.
Wounds: If your gamemaster is using the Wound levels option
Templates with Body Points, see the appropriate table in the “Damage and Body
A few starting templates have been provided at the end of this Points” section of the “Damage” chapter to determine the range of
book. To get started right away, pick one and distribute seven skill Body Points associated with each Wound level. If your gamemaster
dice among the skills listed; the dice for attributes have already only will use Wounds, you don’t need to figure out the Body Points
been done for you. Although the listed skills are the ones that type range; you can put a line through that column if you’d like.
of character might typically have, though you could include others Strength Damage: Drop the pips from your character’s Physique
not on the list if you’d like. or lifting score (including any Special Abilities or Disadvantages that
For skill descriptions and details on how to distribute skill dice, affect the die code), divide the number by 2, and round up. This is
see the “Skills” section later in this chapter. the Strength Damage die code.
If desired, you can fill in the other character features (such as Funds and Silver: Funds and Silver reveal how much wealth
gender, age, etc.) and provide any additional notes on the character’s your character can usually get at without too much trouble. All
history. There is no need to purchase equipment, as that has already characters start with a base Funds die code of 3D. Check “Funds” in
been figured for the characters.
If you choose a template from another D6 System game, you may
need to make some adjustments in the types of skills a character
based on that might have. Check the list herein to make sure the
template’s skills are described in this D6 version. If one is not, either
cross it off the template or substitute a similar skill that does exist.
Also, some attributes may have different names. If you are unsure
how an attribute translates to D6 Fantasy, ask your gamemaster.
Once you have finished filling in your template, you can either
start playing the game with your group, or you can skip to the “Game
Basics” chapter and read more on how to use your new character.

Defined Limits
If you wish to make your own starting character from scratch,
without a template but with defined limits on what can be put into
attributes and skills, use these guidelines. This chapter describes
each characteristic in more detail, including examples on how you
can split the dice.
Chapter 1 • Page 10
this chapter for modifiers to this roll and how to convert
this number to coins. The cash equivalent of Funds goes
on the Silver line. Experienced Characters
Character Points: Characters start with five Char- If you are making an experienced character, you’ll need to figure out how
acter Points. many more years that character has been around than one starting out.
Fate Points: Characters start with one Fate Point.
For equipment, Advantages, Disadvantages, Special By Templates or Defined Limits
Abilities, background, and character features, see the Using the initial novice totals of seven skill dice, five Character Points,
appropriate sections in this chapter for more details on and one Fate Point, add 15 skill dice, 15 Character Points, and two Fate
how to fill out these optional sections. Points to the initial totals for each year the character has been a full-time
active adventurer. (For part-timers, halve these figures, rounding up.)
Creation Point Pool
Those who wish to use points to create their characters, By Creation Point Pool
rather than following a template or being restricted in With the initial novice totals of 79 creation points, five Character
what they can put in skills and attributes, can use a point Points, and one Fate Point as a starting point, add 15 creation points, 15
system. Each novice character receives 79 creation points Character Points, and two Fate Points for each year the character has been a
to distribute among all the options. Players may only spend full-time active adventurer. (For part-timers, halve these figures, rounding
creation points as whole points, not as fractions. up.) Unless the gamemaster decides otherwise, there are no maximums for
• One attribute die equals four creation points. skills and Disadvantages.
• One skill die equals one creation point.
• Three skill specialization dice equal one creation
Existing Personae
point. A player basing her character on an existing fictional entity should ignore
• Advantages and Special Abilities have their own the skill and Disadvantage limits and, with their gamemaster’s approval,
costs associated with them; see the “Character Options” create the character by distributing dice as best reflects how the character
chapter for details. appears in his, her, or its stories.
Other restrictions apply:
• Attributes have a minimum of 1D and a maximum of
5D, except in Extranormal attributes. Strength Damage: Drop the pips from your character’s Physique
• The maximum starting number of dice that may be added to any or lifting score (including any Special Abilities or Disadvantages that
one skill or specialization of skill is 3D. affect the die code), divide the number by 2, and round up. This is
• Points must be spent on whole dice, though the purchased dice the Strength Damage die code.
may be split and distributed in their category. For instance, if a player Funds and Silver: Funds and silver measure how much wealth your
spends four creation points to get one attribute die, the die may be character can usually get at without too much trouble. All characters
split into three pips and divided among up to three attributes, but start with a base Funds die code of 3D. Look under “Funds” in this
no attribute pip may be traded in for a skill die. chapter for modifiers to this roll and how to convert this number to
cash. The cash equivalent of Funds goes on the Silver line.
Players of Human characters may add up to 10 additional creation
points to their totals by taking an appropriate number of ranks in
Disadvantages. Non-Human species may have their own creation Attributes
point totals, maximum number of points from Disadvantages, and Each character has seven attributes, which measure basic physical
starting Advantages, Disadvantages, and Special Abilities. and mental abilities that are common to every living creature (and
For worlds involving more Special Abilities, gamemasters should some nonliving things), no matter what universe or dimension they
feel free to raise the number of starting creation points and the number exist in.
of possible creation points received from Disadvantages. Agility: An indication of balance, limberness, quickness, and full-
Characters also receive the following aspects, like those created body motor abilities.
with defined limits: Coordination: A quantification of hand-eye coordination and fine
Move: This equals 10 meters per round. motor abilities.
Body Points: If your gamemaster includes this characteristic, Physique: An estimation of physical power and ability to resist
roll your character’s Physique and add 20 to the total. Ignore this damage.
characteristic if your gamemaster is using Wounds only. Intellect: A measure of strength of memory and ability to learn.
Wounds: If your gamemaster relies on the Wound levels option Acumen: Your character’s mental quickness, creativity, and atten-
with Body Points, see the appropriate table in the “Damage and Body tion to detail.
Points” section of the “Damage” chapter to determine the range of Charisma: A gauge of emotional strength, physical attractiveness,
Body Points associated with each Wound level. If your gamemaster and personality.
uses Wounds only, you don’t need to figure out the Body Points range; Extranormal: An assessment of your character’s extraordinary
you can put a line through that column if you’d like. abilities, which could include magic, miracles, or other extranormal
Character Basics • Page 11
talents. It is often listed by its type, rather than by the term “Extra- skill, you could add one pip to the base attribute to get a speaking skill
normal.” Most characters begin with a score of 0D, since people with score of 2D+2. If you decided to add two pips to the base attribute,
such abilities are extremely rare. Those who have an Extranormal the speaking score becomes 3D.
attribute must decide how it’s manifested. Characters almost never You can also specialize in skills. Specializations reflect a greater
have more than one Extranormal attribute. Magic and Miracles are familiarity in a particular area covered by a base skill. One skill die
two Extranormal attributes described in this book. equals three specialization dice. Of course, one specialization die
When you put dice in an attribute, you can either put whole dice still equals three pips.
in each attribute, or you can give each a mixture of whole dice and You don’t need to have any extra dice in the base skill in order to
pips. Each die equals three pips. take a specialization in that skill, but when you give your character
Example: You’ve distributed most of your attribute dice, but you specializations in that manner, they are treated as separate skills. If
have four dice left to put in Intellect and Charisma. You could put you give your character specializations in base skills he already has,
1D in Intellect and 3D in Charisma, or 2D+1 in Intellect and 1D+2 in those specializations are considered bonuses to the base skill when
Charisma, or some similar combination. attempting tasks of that type.
Once you’ve chosen at least one specialization and put one or two
Extranormal is the only attribute in which a Human character
pips or dice in it, you have to use the remaining specialization dice
may have no dice; there is no maximum that a Human character
and pips to either purchase more pips in the same specialization or
may have in this attribute. No Human character may have less than
purchase one or more pips in other specializations.
1D or more than 5D in any other attribute. Other races may have
You roll the specialization’s die code only when you use the specific
other minimums and maximums, which may be represented by the
item or knowledge reflected by the specialization. Otherwise, you
Increased Attribute Special Ability or the Hindrance Disadvantage,
roll the base skill (or attribute if you didn’t put additional dice in the
which are either listed with the race description or specified by the
full skill).
gamemaster. See the “Character Options” chapter for details on
Disadvantages and Special Abilities, and the “Non-Human Races” Example: If your character’s Intellect is 2D+2 and her speaking is
chapter for some other fantasy race examples. 3D, you could give her a speaking specialization of Elvish of +1 (which
means that, when she’s trying to speak with Elves, you roll three dice
Skills and adds 1 to the total). You would then have two specialization dice
and two specialization pips to place among other specializations. With
Skills are more specific applications of an attribute. For example, these, you could further improve her speaking: Elvish specialization,
the skill dodge is a more specific use of your character’s Agility. Char- or you could pick one or more other specializations in the same or
acters learn them through instruction or experience. other base skills.
Skills are areas of expertise that are not necessarily common to You decide that with one other specialization pip, you’ll give your
every living creature. Some creatures simply don’t have the capacity character cultures: Elves, but you won’t take the full cultures skill for
to learn certain skills. her. This allows your character to have cultures: Elves at 3D (add 1
All skills beneath a given attribute begin at that attribute’s die to the die code of the base attribute, Intellect, which is 2D+2). Thus,
code. To highlight skills in which the character has trained or has when your character attempts to determine how best to handle
some experience, add pips or dice to the base attribute value. Elvish relations, you roll 3D, but if she tries to figure out what’s an
As with attributes, when creating your character you can either appropriate gift for a Dwarf, you only rely on the attribute’s score,
put whole dice in each skill, or you can give each a mixture of whole which is 2D+2.
dice and pips. Remember that each die equals three pips.
A character may not put dice in any skill associated with the
Example: You’ve chosen your attribute scores, including putting Extranormal attribute unless that character already has dice in that
2D+1 in Intellect. If you wanted her to be a little better in the speaking attribute.
The maximum number of dice the character may start with in any
base skill is 3D greater than the governing attribute, with no more
Focused Skills than 3D greater than the base skill in any specialization.
You can find the list of skills and their descriptions on pages
Some gamemasters prefer narrower skill categories,
12–13.
requiring characters to select more specific abilities, such as
animal handling: horses or reading/writing: Gnomish. If that’s
the case, players’ characters start with 21 skill dice or 93 Advantages, Disadvantages,
creation points. Players need to get gamemaster approval
on any subcategories they choose, while gamemasters need
& Special Abilities
to insure that the subcategories are neither too broad (all Advantages and Disadvantages are benefits or problems your
mammals) or too narrow (a single type of poison). Players character has. Some affect the character’s attributes and skills, while
may take specializations of these narrower skills, as described others serve as useful roleplaying tools for rounding out the charac-
in the rules. Characters under this rule may never take the ter. Special Abilities are unusual talents or powers the character has
general skill without selecting a subcategory. that most other Humans don’t have. The next chapter, “Character
Options,” discusses these characteristics. You may ignore this section
if you don’t want to add them to your character.
Chapter 1 • Page 12
Skills
As this skill list includes broad definitions not applicable in all eras or worlds for which D6 Fantasy could be used, the gamemaster
has the final say on actual skill applications. For difficulties associated with each skill, see the “Example Skill Difficulties” chapter.

Agility devices: Using and designing complex mechanical equipment.


acrobatics: Performing feats of gymnastics, extraordinary Actually building items requires crafting.
balance, and dance (and related performance arts), as well as healing: Dressing wounds, applying splints, and disinfecting
breaking falls. Useful for running obstacle courses or doing courtly injuries, plus an understanding and application of medical proce-
promenade. dures, such as diagnosing illnesses and performing surgery.
fighting: Competence in unarmed combat. navigation: Determining the correct course using external
climbing: Scaling various surfaces. reference points, such as stars, maps, or landmarks, as well as
contortion: Escaping from otherwise secure physical bonds creating maps.
by twisting, writhing, and contorting the body. reading/writing: Familiarity with and ability to understand
dodge: Slipping out of danger’s way, whether avoiding an various forms of written communication, as well as the ability to
attack or a sprung booby trap. create literary compositions, including forging papers and iden-
flying: Maneuvering under one’s own power (such as with tifying such forgeries. Characters do not begin with the ability
wings). to read or write.
jumping: Leaping over obstacles. scholar: This skill represents knowledge and/or education in
melee combat: Wielding hand-to-hand weapons. areas not covered under any other skill (such as alchemy, cook-
riding: Controlling and riding domesticated mounts. ing, arcane lore, etc.). This may be restricted to a specific field
stealth: Moving silently and avoiding detection, whether (represented by specializations) or a general knowledge of a wide
through shadows or crowds. range of subjects. It is used to remember details, rumors, tales,
legends, theories, important people, and the like, as appropriate
Coordination for the subject in question. However, the broader the category, the
charioteering: Accelerating, steering, and decelerating chariots fewer the details that can be recalled. It covers what the character
(in particular) or any kind of cart-and-animal vehicle. himself can recall. Having another skill as a specialization of the
lockpicking: Opening a mechanical lock without possessing scholar skill means that the character knows the theories and his-
the key or combination. tory behind the skill but can’t actually use it. Scholar can be useful
marksmanship: Shooting any kind of mechanical device with investigation to narrow a search for information.
— such as a bow or sling — that projects missiles across a dis- speaking: Familiarity with and ability to understand vari-
tance. ous forms of verbal communication. Characters know the Trade
pilotry: Operating any water-faring vehicle, including steer- Speech (assuming the setting has one) and one “native” language
ing, applying the oars, or managing the sails. in which they have spoken fluency. Additional languages in which
sleight of hand: Nimbleness with the fingers and misdirection, a character has proficiency can be represented by specializations
including picking pockets, palming items, and stage magic. of this skill.
throwing: Hitting a target accurately with a thrown item, trading: Knowledge of business practices, exchange rates, the
including stones, javelins, bottles, and knives. Also used for monetary value of goods and opportunities, and other informa-
catching thrown items. tion regarding barter and sales, including the ability to determine
how to make money with another skill the character has. Trading
Physique can complement bluff, charm, and persuasion when haggling over
lifting: Moving or lifting heavy objects, as well as represent- prices for goods and services being bought or sold.
ing the ability to inflict additional damage with strength-powered traps: Installing, altering, and bypassing security devices,
weapons. as well as identifying various kinds of traps (gas, pit, wire-trig-
running: Moving quickly on the ground while avoiding gered, etc.).
obstacles and keeping from stumbling.
stamina: Physical endurance and resistance to pain, disease, Acumen
and poison. artist: Making works of art, like paintings, music composi-
swimming: Moving and surviving in a liquid medium. tions, and dance choreographies.
crafting: Creating, fixing, or modifying equipment, weapons,
Intellect armor, and vehicles, as well as woodworking, metalworking, con-
cultures: Comprehension of customs, traditions, art, history, structing buildings, and the like.
politics, and views on outsiders of various regions or groups, as
well as the ability to generalize about common cultural forms. (continued on next page)
Character Basics • Page 13
Skills Continued
disguise: Altering features or clothing to be unrecognizable or putting on performances (such as singing, acting, or storytelling),
to look like someone else. Also useful in acting performances. and situations involving etiquette.
gambling: Playing and cheating at games of strategy and command: Effectively ordering and coordinating others in
luck. team situations.
hide: Concealing objects, both on oneself and using camou- intimidation: Using physical presence, verbal threats, taunts,
flage. torture, or fear to influence others or get information out of
investigation: Gathering information, researching topics, them.
analyzing data, and piecing together clues. mettle: Ability to withstand stress, temptation, other people’s
know-how: Figuring out how to perform an action in which interaction attempts, mental attacks, and pain. The gamemaster
the character does not have experience, as well as a catch-all skill may allow a specialization in a specific faith tradition or belief
encompassing areas not covered by other skills (such as utilitarian system to enhance many, though not all, applications of mettle.
sewing or cooking). persuasion: Influencing others or getting information out
search: Spotting hidden objects or people, reconnoitering, of them through bribery, honest discussion, debate, diplomacy,
lipreading, or eavesdropping on or watching another person. or speeches. Also useful in negotiations, business transactions,
streetwise: Finding information, goods, and contacts in an storytelling, and oration.
urban environment, particularly through thieves’ guilds and
similar criminal organizations, black markets, and other illicit Extranormal: Magic
operations. Also useful for determining possible motives and Magic is one possible Extranormal attribute. For specific informa-
methods of criminals. tion on Magic, see its chapter in this book.
survival: Surviving in wilderness environments, including alteration: Casting spells involving change.
the ability to identify plants, animals, and their nutritional and apportation: Casting spells involving movement.
medicinal uses. divination: Casting spells involving knowledge.
tracking: Following the trail of another person, animal, or crea- conjuration: Casting spells involving creation.
ture, or keeping after a moving target without being noticed.
Extranormal: Miracles
Charisma Miracles is another possible Extranormal attribute. For specific
animal handling: Controlling animals and making them information on Miracles, see its chapter in this book.
perform tricks and follow commands. divination: Requesting divine aid to gain knowledge of the
bluff: Lying, tricking, or deceiving others, as well as verbal past, present, or future.
evasion, misdirection, and blustering. Disguise can complement favor: Requesting divine aid to help, improve, heal, or benefit
uses of this skill. Also useful in putting on acting performances. someone or something.
charm: Using friendliness, flattery, or seduction to influence strife: Requesting divine aid to cause injury or destruction.
someone else. Also useful in sales and bartering transactions,

Move ing adventures. There is no limit to the number of Character or Fate


Points your character may have at any time.
This number (usually 10) represents how many meters your
character moves in a round at maximum walking speed in standard
conditions. (The running skill can increase this rate.) Move also serves
Body Points & Wounds
as the base for other movement skills. This section of the character sheet allows you to keep track of
Should the character have a different sort of movement than the healthiness of your character. Which you use depends on the
normal (such as fins for legs), see the Hindrance Disadvantage gamemaster.
(described in the “Character Options” chapter) for information on
how to account for this variability. Determining Body Points
When you create a new character, roll his Physique (including any
Special Points modifiers from Disadvantages or Special Abilities) and add 20. This
becomes his Body Point total. Write it on the character sheet in the space
Players’ characters typically start the game with one Fate Point
provided. Templates already have their Body Points determined.
and five Character Points. You can spend these points to improve
your character’s chance of succeeding in especially difficult situations. Example: Your character has 3D+1 in Physique. You roll three
(The mechanics of this are discussed in the “Game Basics” chapter.) dice, making sure one of them is the Wild Die. The dice come up 4
Character Points alternatively are used to permanently improve and 6, with a 1 on the Wild Die. Since the 1 has no negative effect,
skills. Your character earns more Character and Fate Points by hav- you add the numbers to arrive at a total of 11. You then include the
Chapter 1 • Page 14
All characters start with a base of 3 in Funds. Use the accompany-
ing table to adjust this number. Include any modifiers to attributes
Gamemaster’s Characters due to Disadvantages or Special Abilities. The minimum total is 1.
Gamemaster’s characters (sometimes referred to as non- The final total becomes the die code in the Funds attribute.
player characters or NPCs) may or may not be created using After character creation, a player can increase the Funds attribute
the same rules as players’ characters. Because the gamemaster’s by spending Character Points (using the rules in the “Improving Char-
characters serve as interactive elements in the story, it all acters” chapter) or through bonuses received as adventure rewards.
depends on the NPC’s importance to the story line. Minor If the gamemaster prefers to use cash or its equivalent, multiply
gamemaster’s characters have fewer attribute and skill dice, the Funds total by a value specified by the gamemaster (typically about
fewer Body Points or Wounds, and few (if any) character 60 silver, but gamemasters may increase or decrease this depending
options, Character Points, or Fate Points. Major characters, on how expensive goods and services are in their setting). This is how
however, should follow the same guidelines as the players’ much money the character receives per week for whatever sort of
characters, possibly having more skill dice, Advantages, Disad- work the character does or investments the character has.
vantages, and Special Abilities than a typical starting player’s Example: Your character has 4D in Intellect, 6D in trading, and
character. An increase over the players’ characters reflects the +2D in a specialization of trading: currency exchange. Starting with 3,
fact that a major antagonist has been around much longer. you add to it 1 for your high Intellect score and 1 for having at least 8D
in trading plus a specialization. Your final total is 5, which gives you
a Funds score of 5D. If your gamemaster preferred cash, you would
start with a regular income of 300 silver per week.
pip bonus of 1 with this for 12. Finally, you add 12 to 20 to get a Body
Using the Funds attribute is discussed in the “Equipment”
Point total of 32.
chapter.

Determining Wounds Equipment


If your gamemaster is using the Wound levels option with Body
Points, see the appropriate table in the “Damage” chapter to determine A player of a starting character may select one small weapon
the range of Body Points associated with each Wound level. If your and a little protective gear plus a few tools of the character’s chosen
gamemaster is only using Wounds, you don’t need to figure out the Body trade, unless there is equipment already listed on the template sheet.
Points range; you can put a line through that column if you’d like. Some basic equipment is explained in the “Equipment” chapter; the
gamemaster may allow other options.

Strength Damage Character Features &


Strength Damage indicates the amount of harm a character can
do in combat with body parts, melee weapons, thrown weapons, and
most missile weapons.
Other Details
The character sheet provided in this book and most other tem-
plates include spots for your character’s name, career, species, gender,
Determining Strength Damage age, and background information. Unless specified by the template
To determine the Strength Damage die code, take the character’s or your gamemaster allows otherwise, your character’s species is
Physique or lifting (including any die code modifiers from Disad- Human. See the “Non-Human Races” chapter for details on alternate
vantages or Special Abilities) and drop the pips. Divide by 2, and racial packages. Everything else in these sections you are free to fill
round up. in as you like.
Example: A character with 3D in Physique has a Strength Damage of
2D. A character with 6D+2 in lifting has a Strength Damage of 3D. Height & Weight
Players who want their characters significantly larger or smaller
Templates & Strength Damage than the average Human have a few options. If the size is propor-
If you added dice to a template’s lifting skill, you’ll tionately larger or smaller,
need to adjust the Strength Damage value listed. Use then the character must
the information above to correct the number. have the Size Advantage.
Determining Funds If the size is a hindrance,
Funds Characteristic
1D in Charisma
Modifier
-1
then the character should
have the Hindrance Dis-
To allow the gamemaster to more easily adjust the
1D in Intellect -1 advantage as well. Other-
“real world” cost to something appropriate for her
4D or more in Charisma +1 wise, fill in the height and
world or her part of the world, this system substitutes
4D or more in Intellect +1 weight on the character
difficulties for the prices of items. Each character thus
8D or more in trading skill sheet however you’d like,
gets a Funds attribute, which represents the amount of
plus its highest specialization +1 within average Human
money the character can get without too much trouble
limits.
on a regular basis because of work or investments.
CHAPTER II

• Character Options •
What’s in this Chapter the benefits and drawbacks you can choose for your character. You
might see something you want to work in, and that will help give
This chapter is for players who want to explore more of their you ideas for a background story.
characters’ possible backgrounds and traits. After completing basic
character generation in Chapter 1, look through this chapter to “flesh
out” your character with interesting game- and story-related options
Fantastic Species
called Advantages, Disadvantages, and Special Abilities. These sug- Gamemasters and players can use character options to tweak
gest the fact that your character might have knowledge, resources, the basic Human starting character package into any sort of species
or abilities that aren’t reflected by the character’s attributes and template that they desire. The next chapter, “Non-Human Races,”
skills. If something inspires you to change your character’s basic provides some sample non-Human write-ups and character pack-
characteristics, feel free to go back and make adjustments. ages based on them.

Expanding the Selecting Character Options


Advantages, Disadvantages, and Special Abilities make the char-
Character Concept acter more interesting, more (and less) effective, and more fun to
When you first created your character, you probably had a character roleplay (if you do it right). You know the story of your character
concept in mind or one was suggested by the template that you used. — here’s what that story means in game terms.
Now’s the time to expand the character’s history. Advantages are perks that the character has because of her status
There are several ways you can do this. The easiest is to answer in society, the people she knows, or something in her background.
questions like: They generally do not directly affect attributes or skills.
• Where and when was my character born? Disadvantages hamper the character in some way. They might
• What did my character do as a child? affect her attributes or skills or they might mean trouble for her in
• What unusual experiences did my character have? certain situations. Both Advantages and Disadvantages make the
• How did my character become the person he is now? character more rounded and more believable.
• What is one of my character’s major goals? Special Abilities are those abilities that exceed the usual or
• What was my character doing right before the game begins? natural capabilities of a Human character. The character’s species,
• Why does my character have the skills that he has? some sort of unique training, or a magical/miraculous/other effect
might explain their origin. They give the character a bonus to her
Say your character knows marksmanship and several specializa- attributes or skills, or they provide her with access to something that
tions. Why? Was the character in the army? A child of a mercenary? the average Human character can’t do.
How were these skills learned? You don’t have to explain every skill,
but try to rationalize any unusual skills (such as Extranormal skills), Example: You decide to give your character a Special Ability that
as well as skills the character has two dice or more in (he is really provides him with a +1 to one of three combat-related skill totals. If
good at those). you don’t have any points to spend on Special Abilities, your character
There are, of course, other questions you can come up with, though
these are among the most common.
You can jot down notes and go back and fill in the gaps as you
play. You can make up the name of the character’s village, the exact Game Mechanics
date of birth, and other things as you go along. If you’re stuck for Within the descriptions of several Advantages, Disadvan-
ideas, read the basic description of the game setting or remember tages, and Special Abilities, you’ll notice references to game
pertinent books, television shows, and movies — you can develop mechanics that haven’t been explained yet (like the Critical
ideas based on them. Failure die result and the names of difficulty levels). If this
is your first time playing a D6 System game, you can ignore
Peruse the Character Options these for now. You’ll learn more about them in the “Game
You might not want to write a background for your character until Basics” chapter. Once you start playing adventures, you’ll
you look at some of the options available to you. Take a look at the find the game mechanics in this chapter useful.
Advantages, Disadvantages, and Special Abilities, and see some of
Chapter 2 • Page 16
needs to have some kind of Disadvantage as well. The character might
have to add 1 to the difficulty of all interaction-related skill totals, or
you might include a totally unrelated Disadvantage (of comparative Disadvantages
power) — like the character is afraid of the dark and has trouble Achilles’ Heel (R3, R4); examples (R3): Allergy, Cultural
acting when in the dark. Allergy, Environmental Incompatibility, Metabolic Dif-
ference, Nutritional Requirements, Rot, Vulnerability;
Using Character Options examples (R4): Allergy, Cultural Allergy, Environmental
Every character option in this chapter has its own rules for imple- Incompatibility, Rot, Symbiosis
mentation. There are, if you look hard enough, some nightmarish Advantage Flaw (R1, R2, R3); examples (R3): Infection,
combinations. If something seems like it is could cause trouble in Minor Stigma, Stench
the game later on, check with your gamemaster before choosing it. Age (R1, R2)
Ultimately, the gamemaster has final say on the choice of all Advan- Bad Luck (R2, R3, R4)
tages, Disadvantages, and Special Abilities, as well as final say on the Burn-out (R1 or more)
interpretation of those choices. Players who misuse their character Cultural Unfamiliarity (R1, R2, R3)
options, particularly their Disadvantages, may find their Advantages Debt (R1, R2, R3)
or Special Abilities meeting with some unfortunate accident. Devotion (R1, R2, R3)
Employed (R1, R2, R3)
Organization Enemy (R1, R2, R3)
Hindrance (R1 or more); examples: Bad Knee, Gruffness/Arro-
Advantages, Disadvantages, and Special Abilities are listed gance, Trick Shoulder, Uncoordinated, Unobservant
alphabetically in their respective sections. Advantages and Disadvan- Infamy (R1, R2, R3)
tages are further organized into ranks. These ranks are numbered; Language Problems (R2)
higher-numbered ranks are more powerful. They are abbreviated Learning Problems (R1 per rank)
R1, R2, R3, R4, and so on. Special Abilities don’t have listed ranks. Poverty (R1)
Instead, the descriptions give the initial cost for gaining one rank Prejudice (R1, R2)
in that ability. Price (R1, R2)
Note: Gamemasters may allow higher ranks of character options Quirk (R1, R2, R3); examples (R1): Dependency, Kleptomania,
than the examples given here. Players and gamemasters should discuss Indecision, Stutter; examples (R2): Dependency, Secret;
the best way to represent their characters’ unique set of traits. examples (R3): Dependency, Paranoid, Phobic, Vengeful
Reduced Attribute (R2 or more)
Costs at Character Creation Note: At character creation, Disadvantages give one creation
Each rank in an Advantage or Disadvantage is worth one creation point or one skill die per rank.
point (or one skill die, if you’re using defined limits) per number.
Advantages cost creation points, while Disadvantages give you cre- Advantages
ation points (or skill dice). Thus, a Rank 1 Advantage costs one point Authority (R1, R2, R3)
or die, while a Rank 4 Disadvantage gives you four points or dice. Contacts (R1, R2, R3, R4)
The cost of one rank of the Special Ability is included in parentheses. Cultures (R1, R2, R3, R4)
Some Special Abilities, such as Immortality, do not lend themselves Equipment (R1, R2, R3, R4)
to being taken more than once. Players may also add Limitations Fame (R1, R2, R3)
to their Special Abilities, which reduce their effectiveness (and the Patron (R1, R2, R3)
cost), or Enhancements, which increase their effectiveness (and the Size (R1 or more)
cost); these are described at the end of this section. Trademark Specialization (R1)
In settings where characters with Special Abilities are common, Wealth (R1 or more)
additional ranks of each Special Ability cost one point (or skill die)
Note: At character creation, Advantages cost one creation point
per rank at character creation. In settings where characters with
or one skill die per rank.
Special Abilities are uncommon, additional ranks of each Special
Ability cost the value listed with the Special Ability. As one instance,
the total cost of two ranks of Iron Will in a game where Special Abili-
ties are uncommon is four, while in a game where they are common,
the cost is three.
When using templates or defined limits for attributes and skill Additionally, players may use creation points that they earn from
dice, players may use skill dice or dice received from Disadvantages giving their characters Disadvantages to buy more skill dice (at a rate
to get Advantages and Special Abilities. Players in games using of one creation point for each skill die) or more attribute dice (at a
character creation point pools may use some of the points in their rate of four creation points for each attribute die).
pool or points gained from Disadvantages to purchase Advantages A maximum of 10 creation points (or 10 extra skill dice) received
and Special Abilities. from Disadvantages is recommended for any genre.
Character Options • Page 17
Special Abilities
Accelerated Healing (3) Longevity (3) Limitations
Ambidextrous (2) Luck, Good (2), Great (3) Ability Loss (3 for 1 rank; 4 for 2 ranks)
Animal Control (3) Master of Disguise (3) Allergy (3 for 1 rank; 4 for 2 ranks)
Armor-Defeating Attack (2) Multiple Abilities (1) Burn-out (1)
Atmospheric Tolerance (2) Natural Armor (3) Debt (3)
Attack Resistance (2) Natural Hand-to-Hand Weapon (2) Flaw (1)
Attribute Scramble (4) Natural Magick (5 or more) Minor Stigma (3)
Blur (3) Natural Ranged Weapon (3) Others Only (2 for 1 rank; 3 for 2 ranks;
Combat Sense (3) Omnivorous (2) 4 for 3 ranks)
Confusion (4) Paralyzing Touch (4) Price (1)
Darkness (3) Possession, Limited (8), Full (10) Restricted (1)
Elasticity (1) Quick Study (3) Side Effect (2)
Endurance (1) Sense of Direction (2) Singularity (1 per Special Ability)
Enhanced Sense (3) Shapeshifting (3) Super-science (2)
Environmental Resistance (1) Silence (3)
Note: At character creation, the first rank in a
Extra Body Part (0) Skill Bonus (1)
Special Ability costs the number in parentheses
Extra Sense (1) Skill Minimum (4)
in creation points or skill dice. Additional ranks
Fast Reactions (3) Teleportation (3)
cost one creation point or skill die in games
Fear (2) Transmutation (5)
where Special Abilities are common, or the
Flight (6) Uncanny Aptitude (3)
number in parentheses in games where Special
Glider Wings (3) Ventriloquism (3)
Abilities are uncommon. Enhancements add to
Hardiness (1) Water Breathing (2)
the total cost of the Special Ability. Limitations
Hypermovement (1) Youthful Appearance (1)
subtract from the total of the base cost of the
Immortality (7)
Special Ability plus the cost of its ranks plus
Immunity (1) Enhancements
the cost of its Enhancements. The minimum
Increased Attribute (2) Additional Effect (1)
cost for a Special Ability plus Enhancements
Infravision/Ultravision (1) Bestow (1 or more)
and Limitations is 1.
Intangibility (5) Extended Range (3)
Invisibility (3) Magically Empowered (4 for 1 rank;
Iron Will (2) 5 for 2 ranks)
Life Drain (5) Multiple Targets (2)

Disadvantages 3. The Disadvantage has to be a disadvantage. Any Disadvan-


tage that can be easily worked around, no matter how potent, or that
Many Disadvantages exist as counterparts to the Advantages actually helps the character on a regular basis is not a Disadvantage.
or Special Abilities listed herein. A Skill Bonus Special Ability is the For example, if a character has an Advantage Flaw where he can’t use
positive end of a Hindrance Disadvantage. Some have roleplaying his Advantage when the temperature is below 60, and the character
effects, while others alter attributes and skills. is always adventuring in places where the temperature is at least
When choosing Disadvantages, keep a few things in mind: that high, then it is not a Disadvantage. Check all Disadvantages
1. You’re going to have to live with the Disadvantage. Take (and other character options, for that matter) with your gamemaster
only Disadvantages that you don’t expect to ever get rid of — there and explain to him what you think they mean before you start play-
are rules for eliminating Disadvantages, but the gamemaster may ing the game. That way, you can avoid this problem before it crops
allow their use only after lots of adventuring. up. Gamemasters who figure out the player was purposely trying
2. Choose more roleplaying Disadvantages than game- to break the system may take away the Disadvantage and an equal
mechanic ones. Instead of taking easy-to-use modifiers to skill amount of Advantages, Special Abilities, and maybe even Character
attempts or abilities, select Disadvantages that you can roleplay. and Fate Points.
Granted, you won’t want to have an overwhelming number of either
type of Disadvantage, but Disadvantages that can be roleplayed and Achilles’ Heel (R3)
can work themselves into an adventure story are much more interest- The character has a particular serious weakness. It is not something
ing than simple modifiers to difficulty numbers. that most other characters find especially dangerous or inconvenient,
Chapter 2 • Page 18
as many meals per day as the average Human. For instance, the char-
acter must eat a meal every four hours or, every hour after the four
are up, the character lose one Body Point that cannot be recovered
except by eating. As another example, three times per day, a differ-
ent character may need to eat twice as much as a normal Human or
suffer a Stunned Wound level.
Nutritional Requirements: The character must ingest an ele-
ment not commonly consumed by Humans (blood, dead Human flesh,
etc.) to survive. Often, the character encounters prejudice because
of this, and she certainly develops physical problems if she fails to
consume this substance in a reasonable amount of time.
Rot: The character’s body is rotting. She periodically loses pieces
of herself (such as fingers or toes) and must pause to fuse them
back on (this is a simple action but takes a round to perform). The
character suffers no damage from this, but it should inconvenience
her. For instance, in combat, the character’s fingers might fall off,
causing her to drop her weapon — this makes an excellent Critical
Failure complication.
Vulnerability: A particular form of attack or interaction affects
the character much more severely than other characters. For example,
a character with a vulnerability to close combat weapons might “freeze
up” when he sees another character point a sword at him — making
the other character +5 to hit him (most likely during the first round
of combat only). Another character might automatically apply +10
to the difficulty of any attempts to resist another character’s bluff
attempts. (The less likely the situation is to occur, the greater the
difficulty modifier.)
Restrictions/Notes: The Achilles’ Heel should be very serious,
but the character suffers severe modifiers to difficulties or even dam- but not “instant death” for the character. There should always exist
age when exposed to it. Some examples include: some way to avoid it (not easily), or some chance that the character
can counter it. The more likely it affects the character, the less it actu-
Allergy: The character is strongly affected by reasonably common
ally should do. It’s equally possible that the Achilles’ Heel imposes
things that she cannot always avoid. When exposed to the allergen, the
different modifiers under different circumstances.
character must generate a Moderate Physique or stamina total (as an
action) or she takes 3D in damage. The character can resist the dam- Example: A character who has allergy to small airborne particles
age through applicable defenses, but she has to generate the stamina might and suffer +3 to the difficulty of all actions when in a dusty
total as an action every round she is exposed to the allergen. room or riding in a vehicle on a dirt track but +5 when in a desert.
Or, the character might suffer 3D in damage every time he’s in a
Cultural Allergy: The same as above, but there is some social
dusty place.
situation that causes the character to freeze (exposure to nudity,
the sight of soldiers, etc.) and lose all Critical Success rerolls until
the condition is gone.
Achilles’ Heel (R4)
The character’s weakness is even more severe than the Rank 3
Environmental Incompatibility: The character is sensitive
version of this Disadvantage. Some examples include:
to something in the environment: an extreme of temperature, the
chemical content of rain water, a component of the atmosphere, or Allergy: The same rules apply as for Allergy, save that the charac-
something similar. Exposure to this without the proper protection ter cannot perform any actions except running away while exposed
causes the character to take a -4 modifier to his damage resistance total to the allergen.
or a +1 modifier to all difficulties (which increases by +1 per minute Cultural Allergy: The same rules apply as for Cultural Allergy
exposed) until the character is out of the harmful situation. (R3), save that not only does the character lose all Critical Success
Example: Forests generally have a lot of mold from leaves rotting. rerolls if exposed to the specified social situations, she also is at +1
A character from a race that lives primarily near mountain tops may to all difficulties.
find the airborne mold to be suffocating. He would have to devise Environmental Incompatibility: The modifier to the damage
some sort of filter to walk through a forest without injury. resistance total goes up, or the condition is more likely to occur, or
Metabolic Difference: The character needs more life support the modifier increases each round.
(typically food) than “normal” and begins to take damage after hours Rot: The character loses major parts of his body periodically due
of malnutrition. For food, the character eats the equivalent of twice to rotting (such as limbs) and must pause to replace them. Doing so
Character Options • Page 19
requires no skill total but does take three rounds to perform. The Restrictions/Notes: In general, at Rank 1, a flaw should not
trigger that causes this to take effect should occur no less frequently debilitate a character or take away his Advantage on a regular basis
than a Critical Failure. — but it should make it a little less of a sure thing.
Symbiosis: The character is bound symbiotically to another, draw-
ing strength or energy from her. Symbiosis can be either physical or Advantage Flaw (R2)
mental. For every 100 meters by which one character is separated This Disadvantage works in exactly the same manner as Advantage
from the other, the character loses one pip (cumulative) to either Flaw (R1), above, but with more serious results. If the Flaw came into
their physical attributes (Agility, Coordination, and Physique) or their play occasionally (like every time the character visited a desert), it
mental attributes (Intellect, Acumen, or Charisma). (Remember: three now comes into play much more frequently (like when he is in any
pips equal one die.) If the character’s symbiote is killed, the character dry environment). If the Flaw made things a little more difficult, then
loses 1D from the attributes affected until she can convince another the Flaw makes things a lot more difficult (the difficulty modifier
character to willingly bond with her (the bonding process should be doubles from the Rank 1 version).
simple — like sharing blood — but participants must willingly want Restrictions/Notes: Having circumstances that effectively take
it to happen). For an extra rank in this Disadvantage, the character away the complete benefit of the Advantage is certainly within the
is bound both mentally and physically to another, and loses from bounds of Advantage Flaw (R2), and those circumstances can occur
both sets of attributes if separated. For the separation to equally reasonably often (no more than during one quarter of a normal
affect the “host,” he must also have this version of the Achilles’ Heel adventure, however). They will force the player to roleplay and to
Disadvantage. think about ways to get around the Flaw or to try other options,
Restrictions/Notes: Additional ranks of the Achilles’ Heel Dis- rather than just relying on a particular Advantage, Special Ability,
advantage indicate even more deadly situations. See Achilles’ Heel or skill set.
(R3) for other notes. Example: If a character has a set of skills with the Flaw that they
only work at night — a Rank 2 Flaw if only about a quarter of the
Advantage Flaw (R1) character’s normal adventuring occurs during the daytime — that
This Disadvantage is linked to a particular Advantage or set of would force the character to rely on other abilities and his wits dur-
skills. Whenever the character uses it, there is some a chance for a ing the daytime.
negative modifier or roleplaying disadvantage. Here are some examples The rules for Advantage Flaw (R2) are otherwise the same as
for certain Advantages and skills: Rank 1.
Contacts: The Contact helps the character, but he is either “annoy-
ing” about it or a “hard bargainer.” Where a normal Contact would Advantage Flaw (R3)
assist the character for an almost negligible fee, the Flawed Contact This rank takes on some of the characteristics of an Achilles’ Heel
will haggle and nag until “rewarded.” Some reason should exist why (R3), but more in direct relationship to an Advantage, an attribute,
the character would want to keep the contact happy. or a large set of skills. The rules for the flaw are the same as for
Cultures: When the character gets hints or knowledge about a Advantage Flaw (R2), but the effects are even more severe. Not only
culture, he knows everything except some sort of critical piece of does the character lose the benefits of the Advantage or attribute (or
information. Or, if the character has the “sweeping knowledge” of lots undergoes a condition that essentially negates it), but he also suffers
of cultures, his interpretations sometimes are almost totally wrong an additional Disadvantage.
(gamemaster option). In order to make this Flaw work, the character Example: Your character has this Disadvantage attached to her
should not find out about the error until it would be “interesting.” Miracles attribute. You and the gamemaster decide that her religion
Equipment: In most cases, some sort of minor mechanical so focuses on peace and tranquility that clerics can’t use their miracu-
imperfection exists in the equipment that no normal means can fix. lous abilities while in or near stressful situations, such as arguments
For equipment that requires a skill total, gamemasters could either or battles. Furthermore, if she must use her gifts then, she loses all
add 3 to the difficulty of all actions using it, or, on a Critical Failure, Critical Success rerolls for the rest of the scene.
the equipment won’t work or malfunctions. For equipment that Example: A character has Equipment (R3) — a really powerful
wouldn’t normally require a skill total, occasional side effects could magical bow. But, whenever the character suffers a Critical Failure
happen or maybe it requires a periodic Moderate skill check of some using the weapon, the bow not only stops working, the character
kind to keep operating. experiences some sort of feedback at a moderate damage total
Skills: If the character fails at the skill check with one of a set of (maybe the weapon’s normal damage minus a specific amount). The
three related skills, she can’t reroll Critical Successes either until the character then has to get the magic reactivated (either through the
end of the scene or until she succeeds at the skill check. use of a Price Disadvantage or by waiting until a major break in the
Wealth or Funds: The character cannot access his wealth eas- adventure’s action, most likely).
ily. Either it is tied up in red tape most of the time (especially if the Some other examples:
character has most of the money invested), or he has to go somewhere Infection: Under certain circumstances, the character passes
to get it (such as having a fortune back East while adventuring in the along select abilities and characteristics to another character. The
Wild West), or someone else (reasonably friendly) has control over character has an infection score of Physique +2D. (This is not a skill
it and doesn’t always release it easily.
Chapter 2 • Page 20
and players may not raise it except by taking additional ranks in this fun with it. Game mechanics are seldom required, as good roleplaying
version of the Disadvantage.) can make things work here, but if they become necessary, add 3 to
The gamemaster and the player should determine how the char- the difficulty of intimidation and persuasion actions performed by the
acter spreads the infection. It could happen as the side effect of an character when his age would interfere (a young character trying to
attack, through physical contact, or through some other means. lead a group of experienced characters, or an older character trying
When the character performs the requisite action, he generates an to convince younger characters that he is “with it”). A character may
infection total (which does not count as a separate action). The target only have one version of Age.
generates a Physique or stamina total as well (which does not count as
an action). If the character’s infection total exceeds (not equals) the Age (R2)
target’s Physique or stamina total, the target is infected. The Disadvantage is the same, only more so. Instead of being a
An infection passes certain Special Abilities and Disadvantages teenager, the character is a preteen child. Instead of being just past
to the target (specified by the player and the gamemaster when the middle age, the character is old. The roleplaying situations are basi-
player gives the character this Disadvantage). It is possible for the cally the same, but the effects are more dramatic.
infection to pass on more ranks in Disadvantages than Special Abili-
Restrictions/Notes: An old character receives +1 to the difficulty
ties, but is not possible for it to pass more ranks in Special Abilities
of physical actions — those that rely on Agility, Coordination, and
than Disadvantages.
Physique — requiring unusual exertion (running, jumping, fighting,
Keep in mind that the infected character may well hate the char-
etc.). A young character adds 1 to the difficulty of all mental actions
acter responsible for his new state, so the infecting character may
— those that use Intellect, Acumen, or Charisma — when attempt-
have gained an Enemy. In fact, there should exist some overwhelming
ing to solve “adult” problems or interact with adults. Players should
reasons why this is actually bad for the infecting character — it is a
roleplay both versions true to type. Two Disadvantages suitable for
Disadvantage, after all.
association with this one include Reduced Attribute (especially for
Gamemasters who do not feel that the Enemy Disadvantage is
Age: Old) and Hindrance.
enough of a negative could also work in other sorts of Advantage
Characters may be “young” or “old” and not take this Disadvan-
Flaws as side effects of spreading the infection.
tage. Older characters in good shape have no problems jogging, lift-
For an extra rank in the Advantage Flaw: Infection Disadvantage,
ing, fighting, or whatever, and young, intelligent people can often
the infection die code increases to Physique+4D. Also, the penalties
interact and think just as well — if not better — than adults. This
for infecting another characters should be more severe — maybe the
Disadvantage addresses those characters, young and old, who can’t
character infected then knows things about the infecting character
keep up as easily.
that will give him an advantage over his enemy, or perhaps the infect-
ing character temporarily loses abilities or attribute pips.
Minor Stigma: There is something that the character cannot
do without performing the “proper rituals” before or after (a fighter
whose cult must “purify” him after killing someone; a wizard who
cannot use Magic without special equipment).
Stench: The character smells terrible due to one of his Advantages
or just because he exists. Add 6 to the difficulty of all stealth attempts,
as everyone can smell him coming. This also affects interaction
attempts, giving them at least a +1 to the difficulty.
Restrictions/Notes: Advantage Flaw (R3) takes a powerful
Advantage and turns it into a worse-than-useless Disadvantage for
a comparatively brief period of time. A single Advantage can have
more than one Advantage Flaw, and, if the character wants several
Flaws of various ranks, can link to one Advantage. See other ranks
of Advantage Flaw for more information and examples.

Age (R1)
The character is a teenager or just past middle age. And, since this
is a roleplaying game and not real life, he’ll stay that way. In general,
characters who are “too young” often have to roleplay through epi-
sodes where they are not taken seriously, where they are ignored, and
where they have less rights and control than older characters. Those
who are “too old” get treated in much the same way — characters in
their prime often defer to the character, but they also treat him as
if he were infirm or possibly senile.
Restrictions/Notes: In general, the gamemaster should try to
treat the character as if he were “too old” or “too young” and have
Character Options • Page 21
Bad Luck (R2)
The character is exceptionally unlucky. This Disadvantage is under Wild Luck
the gamemaster’s control most of the time. The easiest way to handle
The character has the weirdest luck. To simulate this, the
it is, whenever the player rolls a Critical Failure but something bad
player takes for his character an equal number of points (not
happens (in addition to taking away the highest die in the roll). The
ranks) in the Bad Luck Disadvantage and in any version of the
gamemaster can choose from not allowing the player to reroll Critical
Luck Special Ability. In situations where the Bad Luck could be
Successes until the end of the scene, the character loses an action
triggered or Luck could be activated, the gamemaster rolls a
during the next round, or invoking some sort of strange but not too
six-sided die. On an odd number, the Bad Luck occurs. On an
terrible “bad luck effect.”
even number, the Luck Special Ability happens (and the player
Example: A character with Bad Luck is running from a warlord may choose which Luck benefit his character gets).
and his army, who he’s been fighting for some time. He tries to jump
across a chasm when the player rolls a Critical Failure on the dice.
Well, the character probably failed in the jumping attempt (so he falls),
but, instead of being able to grab for a lower ledge, the character’s low total — but the gamemaster feels a “dose of bad luck” would
cloak gets caught on a hook. Now, the character has to free himself improve the story — he can use that as an excuse. Players should
before the soldiers come and shoot him full of arrows. understand that Bad Luck is arbitrary and will often occur at the
Restrictions/Notes: A character may take Bad Luck (R2) if he worst possible moment.
already has the Good Luck or Great Luck Special Ability. The character
might even, on occasion, use the benefits of the Good Luck or Great Burn-out (R1 or more)
Luck Special Ability to get out of trouble or partially negate the effects Under a certain set of proscribed circumstances, the Advantage
of Bad Luck (R2) — that’s the way it works. Also, the gamemaster goes away — permanently. The player and the gamemaster should
should remember that the character has Bad Luck (R2) — not the work out the circumstances, with the following criteria:
player. If the player gets into a consistent “streak” of rolling Critical 1. The Burn-out should have a chance of occurring about once or
Failures on the dice, then the gamemaster should start “skipping” the twice an adventure.
invocation of Bad Luck (R2) occasionally — more than three or four 2. The Burn-out should be something the character can avoid
occurrences of Bad Luck (R2) during an adventure is a little much. — but she might not want to avoid it.
3. A logical reason for the Burn-out to occur should exist.
Bad Luck (R3) 4. Both the player and the gamemaster operate under the knowl-
The rules for this Disadvantage are the same as for Bad Luck (R2). edge that the Burn-out will occur at some point.
However, a Critical Failure or a total equal to one more than the die Some examples of when a Burn-out could occur include:
code of the skill or attribute causes Bad Luck (R3) to activate. (For
• An opponent soundly defeats the character in an adventure.
example, if the character has 5D in a skill and rolls a total of 6 on
• The character completes a particular quest of great importance
the dice — which is one more than the die code in the skill — the
(this would probably only happen after several adventures but is
Disadvantage comes into play.) The effects are exactly the same, only
something the character wants to complete for some reason).
the gamemaster might make the setbacks more uncomfortable.
• The character suffers a particular effect (she loses most of her
Restrictions/Notes: See Bad Luck (R2). Body Points or Wounds, she is the victim of a particular type of
uncommon attack, etc.).
Bad Luck (R4) • A character’s Advantage is somehow negated (a Contact who has
The same as Bad Luck (R2) and Bad Luck (R3), but the character a good chance of being killed, a piece of Equipment that someone is
suffers the effects on a Critical Failure or a total equal to or less than trying to steal or destroy, etc.).
two more than the die code of the skill or attribute. (So, if the character This Disadvantage is worth a number of ranks equal to one-half
with a skill of 5D rolls a 6 or 7, then the Disadvantage is activated.) (rounded up) of the Advantage with which it’s associated.
The minimum effect is that the character loses her actions on the
Restrictions/Notes: Any Advantage could have the possibility of
round and probably something disastrous happens.
Burn-out. Just think of a logical (or, perhaps, supernatural) reason
Restrictions/Notes: See Bad Luck (R2) and Bad Luck (R3). Since an Advantage would go away. There should exist a decent chance
Bad Luck (R3) can have such devastating effects, the gamemaster that it could go away, but the character should have some chance of
might want to overrule occurrences of it. For example, if, during a avoiding that occurrence … for a while.
standard scene of an adventure, a character is trying to persuade a
shopkeeper to sell him an item at a better price, he might roll a low
total on the dice. The gamemaster could have something disastrous
Cultural Unfamiliarity (R1)
The character is not from the “mainstream” culture of the society
happen — the shopkeeper keels over with a heart attack just as the
he spends the most time in. The player should decide on the character’s
chief of the city watch walks in and the character is suddenly sus-
native kingdom, which is somewhere with a different culture than
pected of murder — but does it serve any purpose in the adventure?
the one he is normally in. For instance, a Dwarf character might be
Possibly, but if it doesn’t, save it until later. Then, when the character
in a setting where Dwarves and Humans generally get along. How-
is at the climax of the adventure and he doesn’t roll a disastrously
Chapter 2 • Page 22
ever, because Dwarves and Humans have different, there might be somewhere dangerous and doing something suicidal), the character
the occasional “cultural clashes.” Bigots might get in the way of the has to drop everything and go.
character, and the character might not always “know” things about Restrictions/Notes: The rules are the same as for Debt (R1).
the setting that natives would automatically understand. The char-
acter is an outsider. Debt (R3)
Restrictions/Notes: At the worst, gamemasters can treat the The character owes almost everything to someone or something. In
Disadvantage like Prejudice (R1), but, most often, the character is the case of worldly goods, the character must turn over nearly every-
just unfamiliar with aspects of the mainstream. Characters cannot thing to the “lender” at the end of an adventure — the character must
usually take this Disadvantage more than once. “borrow” these things back at the beginning of the next adventure ...
and it is up to the gamemaster what the “lender” gives back.
Cultural Unfamiliarity (R2) In most cases, this means the character is either Employed or
The character is of a culture almost totally different from the “main- under some similar sort of restriction.
stream” he operates in. The character should constantly make mistakes Example: Your character might belong to a particularly strict
and social gaffs. All attempts at streetwise or similar “getting around cult or religion. She has to tithe all worldly goods (or, at least, a
town” skills should have +6 to the difficulty (at least). In addition, the large portion of worldly goods) to the cult after every adventure. If
character should probably have trouble with the native language (he she does not, she would be cast out — a fate she would not enjoy
could even take the Disadvantage Language Problems). — or even hunted and killed. At the beginning of each adventure,
Restrictions/Notes: The rules are the same as for Cultural the character must beg and persuade whoever is in charge to let her
Unfamiliarity (R1). have any goods she needs.
Restrictions/Notes: Debt (R3) is so wide-sweeping that play-
Cultural Unfamiliarity (R3) ers may not usually combine in it with the lower versions or link to
The character is, in all respects, an alien. He’s probably from individual Advantages unless the player and the gamemaster are
another region with a completely different culture, or whatever fits particularly inventive. A character with Debt (R3) might “owe” the
the game setting. Regardless, he just doesn’t fit in (socially, and, most possession of a Rank 3 or Rank 4 Advantage to a particular source (a
likely, physically). Otherwise, this Disadvantage works exactly the character might have receive Equipment from a supernatural source)
same way as the other rank versions. and have to pay some sort of tithe (a sacrifice, all the money the
Restrictions/Notes: See Cultural Unfamiliarity (R1). character obtains, etc.) to get the use of the Advantage.

Debt (R1) Devotion (R1)


The character owes money, or something else valuable, to someone. The character feels compelled to take certain actions out of love,
In most cases, some sort of lending institution or credit house exists, code of honor, or perceived duty to something or someone else. The
and the payments aren’t too arduous. The character just has a harder character may, at times, do things he finds morally questionable in
time getting credit and has to turn over a substantial amount of any order to achieve a greater good. With Devotion (R1), the character’s
profits he makes on an adventure to the lender. beliefs do not come into play very often.
Restrictions/Notes: Players should take this Disadvantage if
they intend for their characters to live up to it. The character should
Devotion (R2)
have a reason he doesn’t want to default on the debt, which the player The character with the Devotion (R2) Disadvantage believes very
works out beforehand. Also, Debt (any rank) with Enemy (any rank) strongly in something and will attempt to persuade others of the
can be an interesting combination — maybe the character is in deep truth of his beliefs. His patriotism or loyalty to an ideal plays a role
to a loan shark or a manipulative and unscrupulous lender. in his day-to-day life.
A character may have this Disadvantage with the Advantage Wealth
(any rank), as long as there is some reason it can’t be just paid off. A Devotion (R3)
character with Wealth (R3) (phenomenal resources) might be stuck At this rank, the character’s belief in the cause motivates almost
in a contract where he has to turn over the profits of any adventure all his actions. The character would willingly die for her belief. Addi-
to someone, for example — he still has his wealth, but he has to tionally, her duties to the object of her devotion increase.
cough up all the little neat things and rewards he gets at the end of
the adventure (or the character has to persuade the lender/contract Employed (R1)
holder to let him keep them). The character has a job, an apprenticeship, ties to a religious order,
fealty ties, or other social bonds that request frequent attention. He
Debt (R2) may need to perform certain deeds, rituals, or prayers on a monthly
The character owes a lot of money (or something else valuable) to or daily basis to stay connected to his employer (and generally receive
someone dangerous, or the results of owing this debt are dangerous. benefits thereof). The more complex the requirements, the less often
For instance, the character could owe his life to a really strange old they need be done. Maybe the job relates to what the character wants
wizard, and, every time that person needs a favor (usually going off to do during adventures, or maybe not. Regardless, the character
Character Options • Page 23
wants to keep her job (or has to, for some reason), and she must take
responsibility for missing work and fulfilling her obligations.
Employed (R3)
The character is, for all intents and purposes, a slave. This does
Restrictions/Notes: The player and the gamemaster might have not mean the character is poor or without means — just without free
to work to roleplay this, but an occasional conflict should arise between choice. The character does virtually everything because he must. For
what the character wants to do and what she has to do. The character example, a character might be the head of a large guild. But the only
might even have to keep some activities secret or lose her job. way things get done is for the character to do them or be there to
Some examples include a bard attached to a household; a monk oversee their getting done. Adventures only occur when they are in
who must regularly check in with his religious order; mercenary or direct concordance with the interests of the “employer.” In all other
bounty hunter under contract; bodyguard; and city watch. The less ways, this Disadvantage is like its lower rank versions.
freedom the character has in making decisions during the adventure
Restrictions/Notes: See Employed under the other ranks.
and what she wants to do during her working hours (and perhaps
even her spare time), the greater the rank in Employed.
Enemy (R1)
Employed (R2) An individual or group has it in for the character. An Enemy who is
a single person of power and influence no greater than the character
The character works for someone, or something, that pretty
might actually want the character dead. An Enemy (R1) of power and
much runs his life. When he goes on adventures, he either has to
influence greater than the character simply wants to hassle the char-
go through lots of red tape to get permission, or it’s because he was
acter for some reason. Maybe in the town the character operates, the
assigned the mission. As a result, the character has little free will
law enforcement authorities have his name and picture on file — and
regarding what he does or how he does it, and he should come into
they’ll use any excuse to run him in or hassle him because they think
conflict with his employer on occasion. Also, since the character is
of him as a troublemaker. Or, perhaps, the character’s evil stepfather
an employee, if he is on a mission, he usually has to turn over his
throws everything out on the street if he’s one minute late with the
share of the loot for corporate disposal — he’ll get something out
rent, or the character’s liege always assigns him the most boring or
of it, certainly, but not a full share.
most dangerous missions. The Enemy does not have to have a posi-
Restrictions/Notes: The rules are the same as for Employed (R1). tion in the character’s life — he can just be someone who, for some
Just make sure that “the job” is fairly inconvenient for the charac- reason known to the gamemaster (and probably the player, but not
ter, but there are reasons he doesn’t quit. Maybe he has the Wealth always the character), has a grudge against the character.
Advantage only so long as he has the Employed (R2) Disadvantage
Restrictions/Notes: There is no reason a player can’t use this
— that would be a good way of tying in the Disadvantage.
Disadvantage similarly to an Advantage Flaw or as a complement
to other Disadvantages or even Advantages. Maybe a character’s
Contact is sweet and helpful (a noblewoman in the court who tells
the character a little more about the mission he’s been assigned), but
someone who influences the Contact is an Enemy (the noblewoman’s
advisor who has been trying to seduce her and resents the fact that
she likes the character better) and sometimes makes it hard for the
contact to help. Enemy (R1) characters should either show up only
occasionally (maybe once during an adventure), or they should be
minor annoyances that can only be a real problem if the character
doesn’t deal with them when they show up. Multiple Enemies of
various ranks can be selected (just don’t go overboard).

Enemy (R2)
The rules are the same as for Enemy (R1), only the character is more
powerful, more annoying, and/or more a part of the character’s life.
Restrictions/Notes: It should be mentioned that killing the
Enemy or running away should not get rid of the Disadvantage
— at least not easily. At the very least, the character should have
to go though a few adventures to “remove” the Enemy from his life.
Usually, the character has to deal with the Enemy for quite a long
time. Multiple Enemies can, of course, be selected.

Enemy (R3)
Again, the rules are the same as for Enemy (R1) and Enemy (R2).
Most likely, a group of people or a very powerful person hounds the
character, wishing to kill or otherwise remove the character from
Chapter 2 • Page 24
the game setting. They often hurt people she knows and do vile
deeds just because the character won’t like them. The Enemy (R3)
Infamy (R1)
The character is about as well known as a character with Fame
should get involved in, directly or indirectly, most adventures the
(R1), but for different reasons. The odds of being recognized are the
character goes on. Just about everything bad that happens to the
same as for Fame (R1), but the reaction is quite different. The char-
character would please the Enemy — and he is probably responsible
acter experiences hostility, prejudice, and intentional slights — in
for a lot of them.
game mechanic terms, the character should have the difficulty of all
Restrictions/Notes: Enemy (R3) is a very powerful, and very interactions increased by at least +3.
important, Disadvantage. Many beginning gamemasters might not
Restrictions/Notes: There is a reason for this negative atten-
want to go to the trouble of creating and constantly maintaining a villain
tion. Either the character did something, is accused of having done
or group of villains relating to the character — but others will enjoy it.
something, or is suspected of having done something not particularly
Talk to your gamemaster about this option before you select it.
pleasant, or the character has, through other strange circumstances,
Hindrance (R1 or more) earned a “bad rep.” Sometimes, this Infamy will help the character
— but it shouldn’t help too much. If the character has a combi-
The character has a minor physical or mental handicap that nation of Fame and Infamy (by selecting both options), then
makes certain actions more difficult. The Hindrance could maybe he’s earned a reputation like Robin Hood — certain
be a permanent physical injury, a particular mental block people would look up to him or respect him, and there would
regarding certain types of activities, a limitation innate to be definite fear there most of the time, but there would also
the character’s race, or the result of age. be a lot of people who would enjoy seeing the person leave or
The player and the gamemaster should work out some sort die. Of course, Infamy (R1) should be something minor — maybe
of affliction and then choose a group of related skills that get the character is a former criminal, or he did something questionable
difficulty modifiers totaling +3. Some examples of sets of three in the past and was cleared. People are not overtly hostile, but they
skills getting a +1 modifier to the difficulty of each include: are unfriendly when they recognize him. Several ranks of Infamy
Bad Knee: acrobatics, jumping, running can only be selected if the character is infamous for multiple reasons
Gruffness or Arrogance: bluff, charm, persuasion — but the effects should be cumulative, and this can only be done
Trick Shoulder: climbing, melee combat, throwing if the gamemaster thinks it is appropriate. A character with Infamy
Uncoordinated: acrobatics, melee combat, sleight of hand (R3) would hardly have to worry about Infamy (R1) in most cases,
Unobservant: investigation, speaking, search so it would not be a proper combination.
The players may use this Disadvantage to restrict one form
of their characters’ movement. A two-meter reduction in one Infamy (R2)
form of movement (running, swimming, jumping, or climbing) The character is, most likely, wanted for a crime of a fairly serious
is equivalent to a +1 difficulty modifier, so a player could take a nature, or he did something (or is thought to have done something)
small movement restriction along with difficulty modifiers to skills. in the past that makes him hated and reviled by most people.
The minimum movement rate for a character is one meter. The rules are essentially the same as for Infamy (R1) and the
Characters with a native environment requiring an alternative recognition chances are similar to Fame (R2), but the modifier
means of movement other than walking (such as swimming or bur- to interactions usually should be at least +6.
rowing) may take one rank of Hindrance: Atypical Move to represent Restrictions/Notes: As stated under Infamy (R1), unless com-
the inability to walk or jump. Instead, the character uses his base bined with Fame, this Disadvantage only allows for the negative
Move to represent his base swimming or burrowing Move. Thus, a aspects of notoriety. A character who has Infamy (R2) would be
water-dwelling character without legs and with this type of Hindrance considered by nearly everyone (but not everyone) to be “scum” and
would have a swimming Move of 10 (instead of 5), could not walk, someone who “deserves no better than he gets.” When combined
and would be limited in the kind of jumping he could perform. with an equal or higher rank of Fame, there is often that “fear and
Players who wish to reduce their characters’ damage resistance respect” option — many characters will still try to betray or hurt the
total (to represent delicate physical natures) may take a -1 modifier character in some way, but most won’t be that open about it.
to that total for each rank in this Disadvantage.
Restrictions/Notes: Players may use specializations — with Infamy (R3)
gamemaster approval. Three specializations that the gamemaster The character has trouble going out in public because a lot of
thinks the player might have to use reasonably often (like investi- people hate her to the point of violence. Chances are good that, if
gation: find clues or marksmanship: bows) could substitute for one she fails an interaction (with a +9 to the difficulty), the other person
general skill. Hindrance (R1) can be selected several times, as long will drive her away. The player could select Enemy (R1) in addition to
as the gamemaster thinks it appropriate. Since it is very much the this Disadvantage to reflect those hunting her. However, the char-
counterpart to the Skill Bonus Special Ability, additional restrictions acter could use disguises and avoid populated areas. Most likely, the
and notes can be related to the ones found there. character has to move around until she can “live down” her infamy
Each additional rank in Hindrance increases the total difficulty (if ever) or until she dies.
modifier by +3, which may affect the few skills in a Rank 1 group, or
Restrictions/Notes: See Infamy (R1) and Infamy (R2).
can increase the number of skills covered by the Hindrance.
Character Options • Page 25
Language Problems (R2) Prejudice (R2)
The character does not understand the language of the area she The minority group the character belongs to is oppressed. The
spends most of her time in. She must learn skill pips in the specializa- character experiences disparity virtually every day. While other
tion speaking: (local language). Otherwise, she receives a +6 difficulty characters of the same minority group may not actually experience
modifiers in addition to any other modifiers for what she’s attempting this prejudice (that is, they didn’t select this option), it is probably
to convey or understand. because they aren’t in positions where this discrimination can be
Restrictions/Notes: The character cannot begin the game with easily practiced.
more than one pip in speaking: (local language), but she may improve Restrictions/Notes: The character often experiences discrimi-
the skill at +2 to the cost. However, the character should speak another nation, and most interactions are performed at a +3 to +6 to the
language in the game setting fluently. difficulty. This prejudice should be roleplayed at every opportunity.
However, gamemasters and players should only use this Disadvantage
Learning Problems (R1 or more) when both sides are comfortable with using it in a pretend situation
When the character attempts to learn a new skill, or improve (see Prejudice (R1) for more information).
an old one, he does so at +2 per rank to the Character Point cost.
Alternatively, the character can only learn or improve a skill if she Price (R1)
attempts it and fails. A character should have to fail with a single This is a Disadvantage similar to Advantage Flaw. But, instead of
skill at least three times per adventure before being allowed to learn there being something wrong with the character’s Advantage or a set
or improve the skill. of three related skills, there is a “price tag” attached. Every time the
This Disadvantage is associated with a single attribute, and it character wants to use the ability, he has to pay a Price at least a few
applies to specializations. There should be some sort of reason for times during the adventure to continue using the ability.
this in the character’s background, such as difficulty reading or a The Price might be an actual fee — and a significant one at that.
lack of education. If the fee isn’t paid, the Advantage goes away until the price can be
Restrictions/Notes: This is the counterpart to the Quick Study paid. But this won’t work for many Advantages (at least not in an
Special Ability, and it should be treated in much the same way. This interesting manner), so there are other ways to do it.
Disadvantage can be taken multiple times, either for the same attribute Most likely, the Price will be a roleplaying effect. Maybe every
(with a cumulative increase in skill cost) or for different attributes. time a Contact does a favor for a character, he not only demands the
normal, negotiated recompense (if any), but the character must do
Poverty (R1) a favor of equal importance for the character. Or, whenever a piece
Since characters who adventure tend to accumulate wealth, this
Disadvantage is only available at Rank 1. The character begins the
game with the shirt on his back and, maybe, a few pieces of cheap and
substandard equipment. The character should also have the attitude of
someone who is “poor,” whatever that might be in the game setting.
If using Funds as an attribute, this Disadvantage subtracts 10
from relevant totals.
Restrictions/Notes: As an excellent combination, this Disad-
vantage could be selected with Debt or Price to make the situation
more realistic. Poverty can only be selected once.

Prejudice (R1)
The character is of a minority group — or maybe it is just the
character himself — that is subject to prejudice and discrimination.
The character receives modifiers (from +2 to +4) to difficulties during
normal interaction with characters not of the minority group, and is
generally treated unfairly by society. The group the character belongs
to, or the reason he is discriminated against, should be identified
when the character gets this Disadvantage, and the player should
know how he can expect to be treated in most cases.
Restrictions/Notes: The gamemaster has to be careful with this
one. It is hard to roleplay a prejudice without getting too carried
away and being offensive to someone. When used in a setting where
there are many different intelligent races, however, it can be quite
interesting — especially if there are several characters in the group
who are prejudiced against.
Chapter 2 • Page 26
of Equipment is used, parts of it need replacing or servicing by a
specialist (who may charge a high fee or ask a favor), most likely
after the adventure.
One more suggestion for Price (R1) would be that the character
has to pay one Fate Point or three Character Points at the end of an
adventure where the Advantage or skills were relied upon, to “pay
for” the usage. This reflects the fact that the use of the Advantage
takes something out of the character when it is used.
Restrictions/Notes: The Price should be fairly easy to meet,
but it should take some work. At this rank, it should be something
that the character can roleplay along with an adventure or resolve
between short adventures or parts of longer adventures (like paying
off the recipient of the Price). However, if the character does not pay
the Price, the Advantage does go away — and, if (in the gamemaster’s
opinion) the character does this too often, both the Advantage and
the Price should go away permanently. Price can be taken often at
various ranks, and the same Price can be linked to more than one
Advantage — though, unless the Price is actually double (the char-
acter has to pay the same price twice as often), it only counts as one
Disadvantage.

Price (R2)
The Price for using a particular Advantage, or group of Advantages
or set of three related skills, is much higher than mentioned in Rank
1, but the rules are the same. Contacts will be extremely hard to pay
off or do favors for — maybe an entire short adventure has to be
devoted to paying back a contact who helped out.
Optionally, paying two Fate Points or six Character Points at the
end of an adventure where the Advantage was used is a quick way
of paying the price. he stutters. The upshot is the character suffers +3 to the difficulty of
Restrictions/Notes: See Price (R1). any interaction at this time, and the player should roleplay having
a hard time getting his ideas across to the other players. This lasts
Quirk (R1) until the player rolls a Critical Success.
The character suffers from a personality quirk that makes certain Restrictions/Notes: Good roleplayers will have fun with these,
types of roleplaying and interaction more difficult. This quirk could and other, Quirks that they come up with. Indeed, this Disadvantage is
simply be a habit or an mannerism that has gone too far, or it could often more fun to play than many Advantages — but the gamemaster
be a minor psychological problem. Some examples include: should make certain it is being roleplayed. Whenever the gamemaster
Dependency: The character has a slight dependency on a sub- thinks it appropriate, he should make the player generate a mettle
stance or even a roleplaying event. The character might be a heavy or Charisma total against a base Moderate difficulty to “indulge” in
pipe smoker who, if he doesn’t smoke at least once every few hours his Quirk automatically (that is, “suffer” for it). The negative effects
of game time, gets irritable and loses Critical Success rerolls during of the Quirk immediately come into play. Also, if the character
interactions. Or maybe the character always has to have the last word repeatedly makes this roll, resisting the impulses of the Quirk, the
in any situation and will often beat an argument into the ground gamemaster should start modifying the difficulty upwards until the
rather than “lose.” character fails. Multiple Quirks can be selected.
The gamemaster may allow multiple inclusions of the same version
Kleptomania: When in a store or surrounded by small, portable
of this Disadvantage, with all modifiers cumulative and an increase
items, the character will occasionally try to “lift” something. When
by +5 per inclusion to the mettle difficulty.
possessed by his Quirk (see rules below), the character suffers +3
Additional Note: Some players may choose to have their charac-
to the difficulty of sleight of hand, lockpicking, or related attempts at
ters roleplay Quirks they already have or might like to play. Sometimes
theft because he really doesn’t know he’s doing it.
this works, sometimes it doesn’t. It can be hysterical to have a player
Indecision: The character does not like making decisions and “steal” dice out from under another player’s nose (symbolizing the
will delay making them. When roleplaying, the player should actively fact that the character is taking necessary items away from the other
participate in group discussions, but he should be wishy-washy and player’s character) as long as things don’t go too far ... that is, when
indecisive at critical moments. people start getting upset). However, players who are “indecisive”
Stutter: When under pressure, relaxed, nervous (such as failing should not play characters who are indecisive — since they would be
a skill roll), or some other fairly common “mood” hits the character, anyway. This is too much like getting a Disadvantage for nothing.
Character Options • Page 27
Quirk (R2) Only one rank may be taken with an Extranormal attribute of 0D,
and the character’s species must be required to take at least 1D in
The rules for Quirk (R2) are the same as for Quirk (R1), only the
the affected attribute. Characters who have this Disadvantage on an
chance of occurrence is much greater and the effects are larger.
Extranormal attribute before having any die code in that attribute
Dependency: The character needs to fulfill his dependency much may never take that Extranormal attribute.
more often (once a scene, perhaps). The character also experiences The reduction in die code increases by one pip for each additional
one automatic Critical Failure per scene that he doesn’t (a smoker rank taken in this Disadvantage. (Remember that three pips equal
might have a coughing fit in the middle of a tense negotiation or one die.) The character may have different variations on this Disad-
during a stealth attempt, for example). vantage for each attribute, including Extranormal attributes, such as
Secret: There’s something about the character that she needs Magic or Miracles.
to hide. If it were discovered, it would put her friends, family, and
even her own life at risk. This could be a civilian identity (if she has
a heroic alter ego) or a skeleton in the closet.
Advantages
Restrictions/Notes: The difficulty of resisting the “impulse” is Authority (R1)
now Difficult, but all other rules are the same as under Quirk (R1). The character has some measure of power over other people in
his region. The scope of the character’s rank, duties, and power in his
Quirk (R3) local jurisdiction dictate the rank in this Advantage. An Authority (R1)
These “personality quirks” are much more serious. The character Advantage might belong to someone who, because of circumstance,
might be a junkie, a psychotic with a certain type of behavior, or has does not have a lot of opportunity to use his authority or someone
a severe phobia (he’s deathly afraid of something). Some examples: who is very low in rank.
Law Enforcement is one version of this Advantage that gives adven-
Dependency: The character is a junkie, always after a “fix.” The
turers some measure of abilities associated with being a deputized
“fix” might be an illegal substance, or a perfectly normal one, or even
agent of the law. Authority: Law Enforcement (R1) means the character
a type of roleplaying interaction (maybe the character has to try to
can carry a weapon and has limited authority to enforce the
come as close to dying as he can).
law. Mercenaries, bounty hunters, and bail bondsmen might
Paranoid: The character trusts no one. He receives a +6 to the need this Advantage in certain settings.
bonus number when trying to resist bluff attempts, but he also
Restrictions/Notes: It is not necessary to have the
receives this “bonus” when trying to be persuaded — and he
Authority: Law Enforcement Advantage to own a weapon
must be persuaded before he’ll help even his closest friends.
in those regions that allow ordinary citizens to own them.
“Everyone is out to get him.”
However, if owning a weapon is illegal in a country and limited
Phobic: The character is deathly afraid of something. to deputized officials, then this version of the Advantage would
It could be heights, open spaces, spiders, or another person be necessary.
(such as an authority figure or one with whom he has frightening Remember, too, that outside of the character’s jurisdiction or
memories). Unless the character makes his mettle roll (below), he permit limits, this Advantage may have little or no value.
dissolves into terror.
Vengeful: The character cannot stand to “lose” or be “wronged.” Authority (R2)
If the character perceives himself as looking foolish (or whatever), Same as Authority (R1), but the character has more influence,
she will go to great lengths to get even (in reality, the character prob- possibly commanding a small number of troops or being in charge
ably takes it too far). of a small company or town. With Authority: Law Enforcement (R2),
Restrictions/Notes: The character has a Very Difficult Charisma the character is actually part of the city watch or royal guard and is
or mettle roll to make to overcome the Quirk — at the least. If, in allowed to make full arrests and search and seizures.
the gamemaster’s judgment, there is a reason the character should Restrictions/Notes: See Authority (R1) for more information.
have modifiers to the difficulty, then he will. Players who don’t want
to play a character who can frequently lose control should avoid this
option. Other rules are the same as under Quirk (R1)
Authority (R3)
Same as Authority (R1), except that the character has a great deal
Reduced Attribute (R2 or more) of power and influence. The head of a large guild or someone whose
authority is simply never questioned would have this Advantage.
Something about the character’s species, age, physical condition, or With Authority: Law Enforcement (R3), the character
some other factor has permanently reduced one attribute by one pip could be a high-ranking officer in the watch or army,
per rank. The character may not reduce the attribute die code below having authority over those with Rank 2 of this
1D, and the attribute die code may never be increased by spending Advantage.
Character Points (though gaining a Special Ability would help).
Restrictions/Notes: Higher levels of Authority
Restrictions/Notes: With the exception of permanently restrict- indicate a wider sphere of influence, such as a large
ing access to an Extranormal attribute, a player may not give a character region, an alliance of kingdoms, or an empire. Oth-
this Disadvantage at character creation. erwise, see Authority (R1) for more information.
Chapter 2 • Page 28
Contacts (R1) Contacts (R2)
The character “knows somebody” or a group of somebodies who This Advantage is identical to Contacts (R1), except the contact
will generally help out the character if he makes a decent appeal or is more powerful, more influential, easier to get hold of, willing to
sufficiently compensates the contact. This level of contact only sticks do more favors, or affects the game on a larger scale.
around for a limited amount of time (part of an adventure or maybe If the contact is supposed to be a large group, it now has much
throughout a short adventure). greater influence over a wider area. For instance, instead of having
The character might know a “group” with a wider range of influ- the religious group as a contact, the character might be able to call
ence (but less power) that will help out, again, for a modest fee or on occasionally the aid of servants of the lord of a region.
under the right circumstances. The influence might not be as direct, Restrictions/Notes: Under no circumstances should any contact,
but it is easier to come by. For instance, there might be a widespread regardless of rank number, make roleplaying and thinking superflu-
religious group that will provide food or shelter for a small donation ous. Contacts are totally under the control of the gamemaster. Even
(much lower than getting such things at an inn). They won’t do much powerful and influential contacts from this rank should be kept under
about that a raging giant chasing you, but they can be of immense a tight rein. See Contacts (R1) for more information.
help under the right circumstances.
Restrictions/Notes: Contacts should not automatically help Contacts (R3)
the character, but they should be reasonable in their negotiations. The contact or contacts chosen should be nearly supernormal,
Multiple contacts of various ranks may be selected and they may be supernatural, or uncanny in origin. For instance, a character’s Contact
stacked. For instance, a certain person might be a Contact (R1) in (R3) might be a “thieves’ guild” with cells in every city — and the
most circumstances, but he could be a Contact (R2) or even a Contact members can turn up at the oddest moments.
(R3) in the right place — such as a mercenary who might help out for Work with the gamemaster to come up with some interesting
a fee versus normal foes, but when fighting his “hereditary enemies,” contacts. It might be a group of highly spiritual monks who can be
he might be almost invincible and eager to help. called upon for “mystical aid” — or maybe a really complete occult
Remember that contacts are gamemaster’s characters. They should library.
be created and played rationally. If a player refuses to roleplay or
Restrictions/Notes: Again, as with Contacts (R1) and (R2),
takes advantage of contacts, he should be penalized when trying to
don’t let the contacts take over the game — and don’t let the player’s
use them (and possibly lose them). There should also be a reason in
character abuse them. Contacts are gamemaster controlled, but they
the character’s story why he has these contacts.
will usually only be brought into play at the character’s request.

Contacts (R4)
Contacts, Patrons, Enemies There is some sort of strange “force” that “watches over” and
occasionally helps the character. In many ways, this Advantage is
In fantasy settings, family and employment often exist not as useful in most adventure situations as the other versions of
as important aspects of a character’s life. Contacts, Patrons, Contacts, but it can have dramatic effects on occasion.
and Enemies can represent not only people the character Some examples of this include a particularly powerful gamemaster
knows, but also people that the character is related to by character who steps in occasionally to help the character when he’s
blood, marriage, apprenticeship, or fostering. in trouble. Or, a widespread secret society might, for some reason,
Furthermore, having friends in high places often means want to step in and aid the character at times.
the character attracts the attention of the friends’ friends Generally, the character can get minor assistance — as could be
... and enemies. Players willing to roleplay long, associative gotten from Contacts (R1) or Contacts (R2) — on a fairly regular
networks may add lower-level Contacts in exchange for an basis — and under the same sort of circumstances as having lower
equivalent number of Ranks in one or more Enemies. The versions of Contacts — but “the big stuff” only happens when the
player must purchase one Contact or Patron of Rank 2 or gamemaster thinks it appropriate. The character might get killed
greater. All additional Contacts and Enemies must have an before the Contacts (R4) intervenes — maybe the character just
association with that primary Contact or Patron. As long as wasn’t doing something the contact felt was important to it — but,
the total number of Ranks in the additional Contacts equals most likely, assistance will be provided.
the total number of Ranks in the Enemies, the Enemies do
not count toward the Disadvantage maximum. Restrictions/Notes: Players’ characters should take this option
only if they want to take Disadvantages relating to it. For example,
Example: A player decides to have a Rank 3 Patron. The if a character wants to have a group of wizards who like him and
player may then add any number of Rank 1 or 2 Contacts as will supply him with substantial aid on a regular basis (like a knight
long as she adds an equal number of Enemies. If she chose to who’s outfitted with new weapons and armor at the beginning of
add three Rank 1 Contacts (well-placed personal assistants to every adventure and who can call for more during certain times in
the Patron), the player would have to think of three Rank 1 the adventure), then he should take Disadvantages that relate to
Enemies, or one Rank 1 and one Rank 2 Enemy, or one Rank that. The character could be a member of an organization (see the
3 Enemy that this Patron has. Disadvantage Employed), or he must do reciprocating favors for the
wizards (see the Disadvantage Price), or there are equally powerful
Character Options • Page 29
people who want to eliminate him because of his contacts (see the
Disadvantage Enemy).
If the character does not want to take extensive Disadvantages
relating to the contact, then Contacts (R4) should be unpredictable
and not always useful. For example, the wizards might provide the
character with plenty of magical equipment, but it might not always be
what the character needs or might not work correctly all of the time.

Cultures (R1)
This is another Advantage that can be utilized in more than one
way. The first way is the simplest. The character has knowledge of
a particular (usually unusual) culture that he can use to his benefit
when among people of that culture. This gives a bonus (usually +1)
to interactions in that culture and uses of the cultures skill to recall
details of the society.
Example: A character might have Cultures (R1) pertaining to a
certain type of intelligent monster. When the character goes on an
adventure in monsters’ territory, chances are good he will get help
from those monsters in his activities instead of being attacked as a
stranger or trespasser and ending up with his head in the stew.
Restrictions/Notes: A character with Cultures (R1) has about the
level of knowledge of a frequent tourist — no more. Unless the char-
acter has skills like streetwise, speaking, and other supporting skills,
he acts as if he has visited the culture and learned a decent amount
about their ways, but he is definitely an outsider. This Advantage
may be taken more than once for different cultures.
The character’s background must reflect the “special insight” he
has into the culture or cultural trends. of a particular culture, she should probably have to learn speaking:
(the culture’s major language) at least +1D.
Cultures (R2)
This option can be used pretty much like Cultures (R1), only on a Cultures (R4)
larger scale. Instead of choosing a small, unusual culture, the character This selection should be taken only if the game setting employs
might choose an “alien” culture (one totally different from his own) the use of alien cultures (those not totally understood by the domi-
and gain an understanding of it comparable to the understanding in nant culture). The character understands the alien culture and can
Cultures (R1). Or, he could choose to learn more about a relatively interact within it — he is still an alien to it, but he is treated better
small cultural group (to the point where the character would be than any other outsider (most likely).
accepted as one who has spent a lot of time with the people). Example: In a game setting where non-Human races are rare,
Restrictions/Notes: The same as for Cultures (R1), but the char- the character is a Human from a village that’s on the edge of non-
acter has about the level of knowledge of an outsider who has lived Human races’ territory. She can thus interact with certain types
in the culture for a while. Either that, or he would get more useful of aliens and can understand their ways. This doesn’t mean she’s
information on alien cultures or “sweeping” cultural examinations. friends with them, but she has a better chance of interacting with
them, figuring them out, and outsmarting their “inhuman logic”
Cultures (R3) than other characters.
The character is either a native of an unusual culture or has the Restrictions/Notes: The character should have related Disad-
knowledge and the respect as if she were one. A person who has vantages, and there has to be some extensive background description
lived a significant portion of her life in a culture and has that sort of telling why the character has this Advantage. Otherwise, see the other
understanding of it would have Cultures (R3) — only the character is entries regarding Cultures.
actually a part of the game setting’s dominant culture as well.
If an alien culture can be, and is, selected, then the character has Equipment (R1)
an extreme familiarity with it. The character gains a piece of equipment he would not normally
Restrictions/Notes: As with Cultures (R1) and (R2), the char- have because it is too expensive or “unavailable,” but only if it is
acter must choose what sort of cultural familiarity to have. Also, allowable under the game setting. For instance, a character could
there must be a compelling reason the character has this familiarity start the game with leather armor but not chain mail — the latter
or understanding. Finally, if the character chooses to be a “native” is generally too expensive for the average adventurer.
Chapter 2 • Page 30
that can be taken away fairly easily — like magic wands and swords,
strange technology, low-powered miraculous artifacts, and other
Special Equipment related equipment — would be suitably appropriate for characters
Gamemasters who want a stricter way of giving characters with minimal experience.
special equipment can use this rule: Characters with the
Equipment Advantage may create one or more items with Equipment (R4)
the Special Abilities rules for a total number of points equal Really bizarre and, most likely, powerful equipment is open to the
to 2 times the rank in Equipment. character — but only one such piece or a collection of small, related
Example: A character with Equipment (R4) has eight pieces. No one else can use the equipment without making some
points with which to purchase Special Abilities, including sort of exhaustive skill total, and it can probably not be repaired
Enhancements and Limitations. or duplicated. Equipment with Special Abilities or atypical game
All items designed under this rule must have the Super- characteristics fits into this category.
Science Limitation or the combination of the Magically The equipment could be a weapon more powerful than most
Empowered (any rank) Enhancement plus Burn-out (R1), may personal weapons in the game setting. Or it could be a magical spell
be lost or stolen, Limitation. The Equipment Advantage may that could not normally be used by the character or anyone else in
have the Burn-out Disadvantage also as long as it’s different the world at its relatively low difficulty. Or it could be a collection of
than “may be lost or stolen.” gadgets and gizmos that can perform many different mundane tasks
— but how, nobody knows.
Restrictions/Notes: The character should have Disadvantages
Alternatively, the character could take lots of little pieces of equip- related to the equipment. Maybe Enemies want to steal it, or it has
ment instead — more than what the gamemaster would normally allow. an Advantage Flaw so it doesn’t work all the time — or the same way
Basically, equipment totaling in cost not more than about a few gold every time. In addition, the equipment should not make the character
pieces (or a price difficulty of Moderate) would fit in this category. so powerful that opponents fall before him. In game mechanic terms,
Restrictions/Notes: Typically, as long as the character is not the equipment should be just slightly more powerful or more useful
careless with it, Equipment taken with any rank of this Advantage than what is available normally. The more powerful the item, the
is replaceable, unless the Burn-out Disadvantage is included with it. more Disadvantages and restrictions should be related to it.
Equipment (R1) may be selected more than once or in combination Example: A player might choose to give his character an average
with higher ranks of the Equipment Advantage with gamemaster bow and increase the damage score by two points. As this is a small
approval. increase, the gamemaster permits the bow to never need reloading.
Instead, the arrows appear magically, cocked and ready.
Equipment (R2)
The character gains a piece of equipment that would be very hard to Fame (R1)
get because of expense or availability. Standard military weapons that The character, for some reason, is fairly well known. The character
are usually out of reach of the normal citizen are available. In addition, has a dense penetration of recognition, but with little wide-sweeping
equipment totaling in cost not more than a dozen gold pieces (or a effects (for instance, everyone in town knows who they are, but no one
price difficulty of Difficult) would probably be okay. In game settings from more than a few days’ travel away has ever heard of them).
that have magical or super-science equipment, objects of fairly low Whenever the gamemaster or the player thinks the character
power would probably be obtained using this Advantage. might be recognized (and the Fame Advantage would come into
Restrictions/Notes: See Equipment (R1) for more information. play), the gamemaster should roll 3D. If the result is 15 or higher, the
Equipment (R2) may be selected more than once or in combination character is recognized. Otherwise, he has to do something “special”
with higher ranks of the Equipment Advantage with gamemaster to be recognized (and gain the benefits of recognition).
approval. If a character with Fame (R1) is recognized, he should gain small
perks, like getting immediate service in a tavern, avoiding small legal
Equipment (R3) hassles (like routine wagon checks when entering a city), or just be
treated generally better (perhaps the character gets a couple of bonus
Items of equipment that are normally unavailable to just about points to persuasion, bluff, and charm attempts). Like most roleplayed
anyone can be picked up using this Advantage. Any one item on any Advantages, the gamemaster should decide on the results.
equipment chart can be selected, or the gamemaster can make up a
“special” item that has unusual effects or Special Abilities. Alterna- Restrictions/Notes: Fame may be chosen multiple times as long as
tively, they can just be really expensive or virtually unavailable items. the player defines how each Fame is different. For example, a character
Equipment totaling a few handfuls of gold (or a price difficulty of might have Fame (R1) in regards to his fighting abilities, but another
Very Difficult) falls under this category. type of Fame pertaining to his intelligence or some other ability.

Restrictions/Notes: The gamemaster should watch this Advan-


tage carefully. It can only be selected once at character creation
Fame (R2)
— though the Rank 1 and Rank 2 versions can also be selected The character is very well known. The character would probably
— but it can still unbalance a beginning character. Generally, things be recognized in most fairly civilized cultures and almost definitely
Character Options • Page 31
in her home culture. The gamemaster should roll 3D and, on a 15 If the characters are treasure hunters, patrons might include minor
or higher, a person from another culture recognizes the person and nobles, small fiefs, or even retired adventurers.
react (usually favorably). In the character’s own culture, this reaction Patron (R1) means the character has a backer who will fund one
comes on an 8 or more. If the character draws attention to herself expedition, with all proceeds going to the patron. All of the costs
in her own culture (identifies herself), then the reaction will most (room, board, travel, expenses) are covered by the patron, with the
likely be automatic (gamemaster’s option). understanding that the player’s character is basically just a worker-
Restrictions/Notes: At this level of Fame, the character should for-hire. Anything that the adventurer discovers or purchases becomes
be treated like a well-known bard or popular fighter. Some game- the property of the patron.
master’s characters will be immune to this Fame, but most will have
some sort of (generally positive) reaction. Otherwise, see Fame (R1) Patron (R2)
for more information. A Patron (R2) expects much less from those he backs. The character
may receive less financial support, but the adventurer has greater
Fame (R3) freedom of action.
There is a pretty good chance anyone in the game setting will An expansionistic government is a common example of an orga-
recognize the character (or what the character is) fairly easily. The nization qualifying for Patron (R2). They cover a character’s travel
base die total needed is 8, and it can be modified by circumstance. expenses in exchange for news about new lands to conquer. Anything
The character has the status of a high-ranking noble or religious that the character finds on his own (like artifacts) remain his own.
personage.
Restrictions/Notes: They are the same as for Fame (R1) and
Patron (R3)
Fame (R2) — certain people just won’t be impressed. In addition, A Patron (R3) will give a character a limited stipend and cover most
characters with Fame (R3) should almost always have to take at expenses, then offer to purchase whatever the character recovers.
least one rank in the Disadvantage Infamy — no matter how nice, Without consistent results, the funding will be cut off.
talented, or generally well-liked a person is, there’s always somebody
out there who wishes her harm. Size (R1 or more)
The character is much larger or smaller than the average Human.
Patron (R1) For every rank in this Advantage, the player receives up to +3 to his
The odds are that most players’ characters are not independently character’s scale modifier (which starts at zero). The player must
wealthy. But they might have access to wealth in the form of patrons. specify whether the character is bigger or smaller than the average
Human.
Restrictions/Notes: Generally, the character’s weight is propor-
tional for his height, but a Disadvantage, such as Hindrance: Reduced
Toughness, or a Special Ability, such as Hardiness, could be used to
represent a very thin or very large character (respectively). Likewise,
to reflect a longer stride, the character should have the Hypermove-
ment Special Ability, while a shorter stride would get the Hindrance:
Shorter Stride Disadvantage. Obviously, no character may take the
Size: Large and the Size: Small Advantages.
For details on using scale, see page 71 in the “Combat Options”
chapter.

Trademark Specialization (R1)


This Advantage works a lot like a combination of the Skill Bonus
Special Ability and Fame. The character is remarkably good at one
very specific thing, and he is known for it. Choose any specialization
that the character has (or would like to have in the future), and the
character gains +2D to the roll when it is used. In addition, when the
character uses it, there is a gamemaster-option chance that people will
recognize how “naturally good” the character is at the specialization,
and this might produce interesting situations. Also, the character
might be contacted or recognized by certain people because of how
good he is at that one specialization.
Restrictions/Notes: This character acts as if trained in the
use of this skill. No character may have more than two Trademark
Specializations.
Chapter 2 • Page 32
Wealth (R1 or more) she takes the multi-action penalty, she receives a +1 per rank to each
skill total. The actions must involve the hands or similar manipula-
The character with this Advantage probably has an estate or a series
tive appendage and each action must require only one limb. If the
of investments that will keep him comfortable for a good long time.
character performs only one hand-related action in a round, she does
Alternatively, the character could be minor nobility or be married to
not get the bonus. Some skills that characters could employ with
a minor noble. This doesn’t mean the character can buy everything
either hand include fighting, lockpicking, marksmanship, throwing,
— he is still subject to the availability of items.
lifting, artist, and the map-making aspect of navigation, though, of
For each rank in this Advantage, the characters has 10 gold coins in
course, not every task covered by each skill is relevant. A character
readily available cash once per month. The accounts never have more
may take multiple ranks of this Special Ability for two pairs of hands
than 10 gold coins times the number of ranks each month (fees and
and multiple ranks for each additional manipulative limb.
living expenses keep it at that level), and the amount could be less
by the end of the month. Adventure bonuses could temporarily raise Example: A player with a Reptilite character, who has a tail, wants
the figure, though the character would have to purchase an additional a +2 bonus when using two hands and the tail in the same round. The
rank of Wealth to make the increase permanent. Players in games player would buy Ambidextrous: Hands and Ambidextrous: Tail each
using the Funds attribute gain +2 per rank to all such totals. at Rank 2, since this Special Ability must be purchased separately
from the hands for each additional manipulative limb.
Restrictions/Notes: Characters should select only one rank of
Wealth, unless there is some reason they might have Wealth (R1)
and another rank of Wealth in other circumstances. Also, this wealth
Animal Control (3)
does not always help and disappears if misused (and it should be This gives the character the ability to control one particular species
a major concern to the character at times), but it should be there of animal, bird, or insect. The character gets a +10 bonus to her animal
most of the time. Gamemasters will probably think of ways to work handling total for that species. She must generate an animal handling
around wealth and players should play along — if you can throw versus the Charisma or mettle of the animal (more than one animal
money at every problem, then they aren’t that much fun to try to can be targeted, although this is a multi-action). If the character gets a
solve, are they? high enough success (gamemaster’s decision), the animal is controlled
The most likely Disadvantage a character with Wealth would have for a number of minutes equal to the animal handling skill total times
is Devotion, such as “helping all those in need” or “righting all wrong 10. A controlled animal serves its master faithfully, even sacrificing
doing.” Otherwise, there should be fairly extensive reasons why the itself on her behalf. The Special Ability has a range of sight or voice.
character can’t use his wealth to resolve every situation — or hire The character may gain one more species for each rank.
somebody to do it for him (which is really the same thing). Note: A swarm of insects counts as one animal, as does a school
of small fish. Almost any creature with a Intellect die code of less
Special Abilities than 2D could be considered an animal, unless the gamemaster says
otherwise (for example, a horse would be animal, but a
Before allowing players to create characters with Special Abilities,
zombie with a Intellect of 1D would not).
the gamemaster may wish to peruse this list to see if there are any
she would prefer not to appear in her games. She may also decide
that certain Special Abilities require specific Limitations on them or Armor-Defeating
Disadvantages on the character. Attack (2)
Any Special Ability that gives a bonus to the die roll or the skill When a character with
total also allows the character to use that skill as if trained. Bonuses natural weapons (the
received from taking multiple ranks of the same Special Ability are character’s fists, claws,
added together. teeth, etc.) attacks some-
Skills gained with a Special Ability are not improved when that Spe- one protected by armor, this ability negates the Armor Value, up to
cial Ability is improved. Instead, they are increased as a normal skill. +1D per rank. The character must specify how the attack negates the
Unless stated otherwise in the Special Ability, it does not count armor: An acidic mist slips through any openings, enchanted claws
as an action for the character to get the bonus from a Special Abil- reach directly to the flesh, and the like. There should be at least one
ity. However, except for such automatic abilities as Natural Armor type of armor that is unaffected by this.
or Combat Sense, the character must state that she is relying on the
Special Ability or she does not receive the bonus.
Atmospheric Tolerance (2)
Accelerated Healing (3) The character can breathe one form of atmosphere (such as dusty
air, frigid air, or extreme altitudes) that would be lethal to most other
The character gains a +1D per rank to his Physique for all natural characters. A character may not have more than one rank in this ability,
healing attempts, and a Critical Failure is treated as 1, rather than but he may have different versions for different atmospheres.
having a negative effect on the die roll.

Ambidextrous (2) Attack Resistance (2)


The character is highly resistant to a certain type of attack. She
The character is equally adept with her right or left hand. She may gains +1D per rank to her damage resistance roll against this type
perform an action with each hand in the same round, and, though of attack.
Character Options • Page 33
Energy Attacks: Resistant to blasts of severe heat, fire, electric-
ity, light, intense cold, and so on, but not the ability to survive in
Confusion (4)
The character can hamper the thoughts of those he comes into
extremes of such environments.
physical contact with, at will. He gains the confuse skill at +1 per rank
Extranormal Attack: Resistant to damage from any Extranormal-
(it is a Charisma skill, described only here), which he can increase
based (such as Magic or Miracles) attack.
as normal.
Mental Attacks: Resistant to mental harm from any source. It
As a multi-action with a fighting attack, he may also perform a
does not provide protection against interaction attempts.
confusion attack versus his target’s mettle or Charisma. (This is not an
Nonenchanted Weapons: Resistant to physical damage from
action for the target.) If his total is higher (not equal to), the target is
nonenchanted weapons, but not from poisons, energy, or similar
confused. Characters may not play cards (if the gamemaster is using
materials.
game-enhancing cards with the adventures) or spend points, and they
Attribute Scramble (4) receive a +5 difficulty modifier to even simple actions for a number
of rounds equal to 2 times the rank of this Special Ability.
The character can adjust an opponent’s (or a friend’s) attributes
temporarily. She gains the scramble skill at +1 per rank in a single
version of this Special Ability (it is an Acumen skill, described only
Darkness (3)
The character can project a field of darkness around himself, adding
here), which she also can increase as a normal skill. The scrambler
+5 per rank to the difficulty of any sight-based skill totals. The field
must pick as her focus either physical or mental attributes, though
extends in a half-sphere around the character with a radius equal to
never Extranormal, Funds, or Special Abilities. (Physical attributes
one meter per rank. The field can be maintained for a maximum of
encompass Agility, Coordination, and Physique. Mental attributes
one minute per rank before dispersing.
include Intellect, Acumen, and Charisma.) She only may do both by
taking this Special Ability once for each version.
When she goes after a target with a fighting roll, she may choose Elasticity (1)
(as a multi-action) to also perform a scramble attack versus her The character can stretch, elongate, and compress his body,
target’s mettle or Charisma. (This is not an action for the target.) No allowing him to expand his height or become so narrow he can pass
close combat attack is necessary for a willing target, but the act of through keyholes, cracks, or any other opening he could normally see
scrambling still counts as an action. If her total is higher (not equal through. It takes one round or more to slip through small openings,
to), she may shift her target’s attribute points around, within certain depending on their depth. The character gains +1 per rank to contor-
limits. The close combat attack does no damage. tion, dodge, or sleight of hand totals, in addition to disguise attempts
She may increase one or more related attributes by a number he performs on himself.
equal to the amount she takes away from other related attributes
— but she may not decrease or increase any one attribute by more Endurance (1)
than 2D (6 pips). The character has great endurance, and gains a +3D per rank to
The change lasts for a number of rounds equal to the difference Physique or stamina checks when performing taxing physical tasks
between the scramble attack and the target’s mettle or Charisma. A (such as holding one’s breath underwater for a long period or run-
character who has been adjusted cannot be scrambled again until ning a long distance).
the original adjustment wears off.

Blur (3)
The character can appear indistinct to the naked eye or non-
enchanted visual aids (spyglasses, mirrors, etc.). Commonly, a
character with this Special Ability will only be spotted out of the
corner of the eye. This adds 1 to the character’s dodge, stealth, and
hide totals, as well as +1 to all default search, tracking, investiga-
tion, and attack difficulties against the character that the blurring
character is not actively trying to defeat. (These modifiers are
per rank in this Special Ability.) On the character’s turn, she
may automatically become blurry, without taking an action, and
remain so until she chooses otherwise. Blurring also makes it
difficult for the character to hold a conversation with others.

Combat Sense (3)


The character can sense danger. She is never surprised. Rather,
she and her attacker must determine initiative as normal. Even
if the attacker still goes before the character does, any combat
modifier from the surprise is reduced by 2. A character may not
have this ability more than once.
Chapter 2 • Page 34
Extra Sense (1)
The character can detect something that a normal Human cannot,
such as changes in pressure, seismic activity, radiation fluctuations,
and so on. She gains a +1D to her search rolls in attempting to detect
the specific energy or environmental change and +1D to her investiga-
tion rolls in figuring out source or other relevant information. The
gamemaster may also allow a +1 skill total bonus to other activities
that would benefit from whatever the extra sense can detect. All
modifiers are per rank in this Special Ability.

Fast Reactions (3)


The character gains +1D per rank to his Acumen when determin-
ing initiative, and, up to three times during the adventure, he may
receive one additional action for one round.

Fear (2)
The character can provoke fear in those who can see or hear him.
He gains a +1 per rank to all his intimidation totals and his target has
a +1 increase to combat defense difficulties against the horrifying
being. Inspiring fear requires an action, but it is the target that rolls
her mettle or Charisma (which does not count as an action for her)
against a difficulty of 15 to negate the effects.

Flight (6)
The character can fly, either by nature or by virtue of having
wings. The character’s flying rate equals his base Move (including
Enhanced Sense (3) Hypermovement, if applicable) times 2 times the number of ranks.
One of the character’s five senses is heightened to abnormal The flying skill is required to maneuver.
levels. The bonus to the skill total received depends on the sense:
sight is +1; hearing is +2; touch, taste, and smell are +3. The bonus Glider Wings (3)
is per rank and applies to all skills (including combat ones) related The character can fly by drifting with air currents. The game-
to the sense. Enhanced hearing also may affect initiative rolls. To master decides how much wind there is available and how fast it
have multiple enhanced senses, this Special Ability must be taken moves the glider. Characters with this Special Ability need the flying
at least once for each sense. skill to control their passage. A character may not have this ability
more than once.
Environmental Resistance (1)
The character is resistant to extremes of heat, cold, and pressure, Hardiness (1)
and he gains a +3D per rank to Physique or stamina checks to resist The character can take damage better than normal. She adds 1 per
ill effects from these environmental conditions. The character is not rank to her damage resistance total against any type of damage.
resistant to heat or cold attacks, as these come and go too quickly
for the Special Ability to provide protection. Hypermovement (1)
The character is extremely fast, adding +2 meters per round per
Extra Body Part (0) rank to her base Move rate, which in turn affects all other types of
The character has an extra limb or organ. If external, these may be movement.
secondary arms or legs, a tail, or some more exotic bodily addition,
such as fins, tentacles, or antennae. If internal, the parts are organs Immortality (7)
such as extra eyes, hearts, or mysterious glands. Unless specified The character is immortal, though she will grow older, at a decreased
by a Disadvantage or Limitation, the extra parts are included in the pace compared to the rest of her species. If she is reduced to zero
character’s body tastefully. Additionally, except in cases where the Body Points or loses all her Wounds, she doesn’t die. Instead, one
character has an Enhancement or another Special Ability that uses of two situations occurs: she continues to live, though minimally, in
this one (for example, Extra Body Part: Tail and Natural Hand-to- this world, or she returns to her home dimension. She does not go
Hand Weapon: Tail), the extra part is nonfunctional. A character may unconscious or bleed to death (as mortally wounded characters do),
have only one rank in this Special Ability, but she may have multiple nor can she heal without magical or miraculous aid or the Accelerated
versions to represent multiple additional organs or limbs. Healing Special Ability — her arms could be lopped off, her abdomen
Character Options • Page 35
eviscerated, or whatever. She may perform only the most minimal unless the gamemaster feels there is sufficient provocation, such as
of physical actions, such as squirming, and some actions may be brushing against others or removing something in a crowded area.
impossible. She may rely on her Agility for initiative purposes only The invisibility covers the character’s basic clothes only and a few
(if her Acumen total does not apply for some reason). small items in pockets or pouches attached to the clothes — not any
There should be one particular set of circumstances whereby the gear she’s carrying, or anything she picks up. Also, remember that
character will die forever. These sets of circumstances should not be the character is transparent when invisible — she can’t hide things
too unusual — killed directly by magic, drowning, decapitation, and behind her back.
so on are all good examples.
A character may not have this ability more than once. Iron Will (2)
The character is highly resistant to all interaction attempts and
Immunity (1) mental attacks. He gains a +1D per rank to all mettle rolls and +2 to
The character is highly resistant to disease and poisons and the standard difficulty of any such attempts against this character.
receives a +1D per rank to Physique or stamina checks when deter-
mining whether he has contracted an illness or is suffering from Life Drain (5)
ingested poisons. This ability allows the character to drain attribute pips, Body
Points, or Wound levels from his target.
Increased Attribute (2) The character must choose one set of attributes to target, either
Some strange ability (or physiological trait) allows the character physical (Agility, Coordination, Physique), mental (Intellect, Acumen,
to gain +1 bonus per rank to all rolled totals related to that attri- Charisma), Wounds, or Body Points. For example, most vampires drink
bute. (For Physique, this also includes the damage resistance total blood, and thus lower Body Points, while succubi target the soul and
and Strength Damage.) A character may have multiple ranks of this so weaken mental attributes. The player must specify in what man-
Special Ability, as well as multiple versions of it. ner the character drains these attributes (biting the neck, hypnosis,
Note: To get another rank in this Special Ability after character or another means). It should involve some sort of successful attack
creation costs 4 times the number in front of the “D” of the attribute result (either physical or mental).
that it affects plus the number of ranks currently in the Special Ability. When the character wishes to employ Life Drain, he makes an
(This is instead of the normal cost to increase Special Abilities.) attack on his target using the relevant skill. For every four points
over the target’s defense roll, the character drains one pip per rank
Infravision/Ultravision (1) off each of the target’s relevant attributes or three points per rank
from the character’s Body Points or one Wound for every two ranks.
The character gains the ability to either see in the dark using infravi-
(Remember that there are three pips in each die.)
sion or ultravision. Infravision allows the character to see changes
If any of the target’s attributes or Body Points ever go to zero (or
in heat, while ultravision enables the character to make the most of
the character reaches the Dead Wound level), the target goes into a
the available light. Each provides a +2 per rank in a single version
coma. She may try once per day to wake up by making a successful
of this Special Ability to sight-based totals (including attacks) while
Moderate stamina or Physique roll. She regains one attribute point
in dim or dark conditions. Obviously, extreme heat or bright light
(to each attribute affected) every hour after the attack. Body Points
(including daylight) prevent this Special Ability from working.
and Wound levels return at the normal rate.
For each attribute pip the character drains, he may add one pip to
Intangibility (5) any attribute in his chosen category. He would get one Body Point for
The character can reduce his physical density to virtually zero for each Body Point drained or one Wound for each Wound drained.
one minute per rank. During that time, his damage resistance score Life-Drained attributes and unused Body Points or Wounds disap-
against physical and energy (such as fire) attacks is +3D per rank, but pear at a rate of one pip or point per hour.
his movement rate is halved. An intangible character can pass through A character may have multiple ranks of this Special Ability, as well
solid objects, providing they do not contain wards or other spells of as multiple versions of it.
protection designed to repel passage of this nature. He may not pass
through fiery or energy barriers. While intangible, the character cannot Longevity (3)
carry any object along (including clothing), nor can he attempt any
The character lives longer than the average Human. Often, this
physical attack. It takes a full round for a character to become intangible
Special Ability has a Flaw attached that governs what the character
or solid, during which he can do nothing else. The character must spend
must do to maintain his life. The character should gain peripheral
at least one minute solid before attempting intangibility again.
bonuses during game play because of his “longer outlook.” A character
may not have this ability more than once.
Invisibility (3)
The character can become transparent. This adds 1 per rank to the Luck, Good (2)
character’s dodge, stealth, and hide totals, as well as +1 per rank to all
The character is blessed with unusually good luck. Once per adven-
default search, tracking, investigation, and attack difficulties against the
ture, a character with Good Luck can receive one of the following
character that the invisible character is not actively trying to defeat.
benefits just by asking for it: action, breakthrough, haste, or second
Additionally, no character may take an action to “spot” the character
Chapter 2 • Page 36
Luck Benefits
action: Add 2 to all of the character’s skill or attribute totals for the round.
alertness: When the character calls upon this benefit, he gains a special “sixth sense” outside of all other rules and roleplaying
situations that will help him to spot a previously unseen item, character, or clue selected by the gamemaster. The benefit does not
confer omniscience, however — and the gamemaster can select her own time for having it come into effect. It is normally used to allow
a character to spot something he missed in a previous search, something that is important to the adventure.
breakthrough: Add 1D to any one skill die code in which the character has no additional pips or dice (in other words, a skill in
which the character is untrained). The benefit also eliminates the unskilled modifier for using that skill.
haste: Gain one additional action for one round.
hero: Receive one bonus Fate Point, which the character must use on an action immediately after requesting it.
opponent fails: After an opponent or enemy has completed an action against the character, the character may call upon this benefit
to cancel the effects entirely. This nullifies the opponent’s action, and play continues. The lucky character may not use this benefit to
cancel an action that is not directed at least partially at him.
second chance: Using this benefit allows the character to attempt any action she has just tried again, from the very beginning.
This benefit cannot negate “bad choices” — the character must perform the action performed again — nor does it allow the character
to “get back” Fate Points, Character Points, or cards (if used) spent on the original action. The character merely gets another chance,
immediately following the first attempt, to perform the action again. All effects from the first attempt are ignored.

Luck Notes
A character may have up to two ranks each in Good Luck and Great Luck. This Special Ability can be taken with the Bad Luck Dis-
advantage — sometimes really good things happen, sometimes really bad things happen.

chance. See the “Luck Benefits” sidebar for details on each of these The gamemaster might choose to have the character be really lucky
options. Calling upon one’s luck does not count as an action. — the villain was bluffing or has decided to take time to gloat. In
Good Luck can only be declared once per rank during a particu- any case, the character’s Great Luck is gone for this adventure (his
lar adventure, but it may be declared at any time, and it cannot be luck ran out), but he has a chance of averting disaster.
cancelled by any other effect. A character may have up to two ranks
of this Special Ability. Master of Disguise (3)
Luck, Great (3) The character has a natural talent for disguise. She gains a +5
bonus per rank to disguise totals for altering her own appearance and
A character with Great Luck can call on one of the following demeanor, +2 when changing someone else’s looks, and a +1D bonus
benefits once per adventure per rank: action, alertness, breakthrough, per rank to any Charisma-based actions while in that disguise.
haste, hero, opponent fails, or second chance. See the “Luck Benefits”
sidebar for details on each of these options. Calling upon one’s luck
does not count as an action.
Multiple Abilities (1)
The character has multiple minor abilities that improve a few dif-
If the character has not used his Great Luck during an adventure
ferent tasks. All bonuses are added to the skill or attribute total, not
and something really disastrous happens, the gamemaster may choose
to the die code. The bonuses should be fairly limited in their applica-
to counteract the effects and temporarily “burn out” the character’s
tions, pertaining to specific uses of particular skills (like specializations
Special Ability — that is, the character’s Great Luck has been used
do), but there can be several of them for each selection of this Special
up for the adventure. Usually, this is used when the character does
Ability. The maximum total bonus for each rank is +4.
something stupid or the player is the victim of incredibly bad luck
— die rolling, not the Disadvantage — and something “stops” the Example: A character could have “eyestalks” that give him a +1
effect. This is a “last ditch,” gamemaster-controlled effort when bonus to Acumen or search to negate surprise, the ability to focus
circumstances get out of control. It is also a nice thing for inexpe- his ears on particular types of noises (+1 bonus when listening for
rienced roleplayers to have — just in case they do something they particular sounds), and a nose that is sensitive to certain scents (+1
really shouldn’t have, they get another chance. bonus to tracking when attempting to find small animals).
Example: The character’s mission is to stop a wizard from
destroying a nearby city. Unfortunately, the character takes too long Natural Armor (3)
fighting the minions of the dastardly wizard, and, according to the The character has plates, toughened skin, scales, or something
rules, the whole city should go up in flames. The character is too late. similar. His own surface adds 1D per rank to his damage resistance
Character Options • Page 37
roll to nonmagical physical (not mental) attacks and contact poisons,
corrosives, or similar materials.
Paralyzing Touch (4)
The character can freeze her target with the merest touch.
Natural Hand-to-Hand Weapon (2) When she makes a fighting attack, she may, instead of doing
damage, paralyze her victim, who remains that way until he makes
The character has some sort of natural weapon —such as claws, a successful Charisma or mettle roll against the fighting skill total. He
pincers, bone sword, or stinger — that adds 1D per rank to his may attempt to do so once per round; the only other actions he may
Strength Damage when determining his damage with the natural take are mental-based ones and Extranormal or Special Ability ones
weapon. The character uses fighting to attack, unless the weapon is that do not require movement.
something that detaches from him or (in the case of a super-scientific Note: Characters who are heavily armored or covered will be
or magical weapon) exists separately. In this latter case, the character harder to hit. The gamemaster needs to decide how much skin is
employs melee combat to wield it. exposed and adjust the attack difficulty accordingly.
A character may not have this ability more than once.
Natural Magick (5 or more)
The character can use a magic spell as a natural ability. An example Possession, Limited (8)
of this would be a character who can dispel magic by his nature, rather The character can possess the body of a living creature or a corpse.
than through the use of a countermagic spell. The cost of the ability The character must be within three times the rank of this Special
— and the number of ranks the character has in it — equals the dif- Ability in meters of the target in order to possess it.
ficulty of the spell. (See the “Magic” chapter for details on creating Possessing a corpse doesn’t require a roll, but it does take an
spells; the “Precalculated Spells” chapter has some sample spells.) action. Possessing a living being involves making a Charisma or mettle
The chosen spell may not be charged (that is, have a fixed limit to check by the possessor versus a standard interaction difficulty (see
the number of times it can be cast). the “Mental Defenses” section on page 73 for details). Exceeding (but
The character must adhere to the requirements of the spell, includ- not equalling) the difficulty means the target has been possessed. The
ing its gestures, incantations, components, and so on. The casting of target can actively defend if she is aware of the potential danger.
the spell is automatic (there is no need to roll a Magic skill to perform To gather knowledge about his host body’s life, the possessing
it), but the character does need to attempt any targeting skill or skill character must generate a successful investigation total against the
required by the casting (such as one needed to perform a gesture). If target’s Intellect roll (this does not count as an action for the target).
any of these fail, the spell does not work. Information the possessor gains depends upon the level of success
The player and the gamemaster need to discuss what spell the achieved; see the accompanying chart for details.
character will have, and what the range, duration, and so on will With Limited Possession, the character does not gain control of
be. It’s suggested that some limitations be placed on the use of this the new form. Instead, he must use persuasion, intimidation, or other
ability to maintain game balance — for instance, a character who can interaction skills to convince his host to do what he wishes.
toss fireballs as a natural ability might have to recharge for a certain Exiting a host body is commonly a simple action. As long as the
number of rounds before doing so again. possessing character exits before the host dies, he simply moves
A character may have this Special Ability once each for different on to his own or another form. Killing a possessing spirit usually
spells. involves taking it completely by surprise with a killing blow to the
host form or using a spell to force it to remain in the body until it
Natural Ranged Weapon (3) can be slain.
The character has some sort of natural ranged weapon,
using marksmanship to target it. Long range equals 20
times the number of ranks in this Special Ability times the
character’s Physique or lifting (as appropriate) in meters. Possession Knowledge Chart
The damage for physically enhanced projections is the
Result Points*
character’s Strength Damage plus 1D per rank, while the
Needed Knowledge Attained
damage for all other types of blasts is 3D per rank. The
0 Basic details: target’s name, age, home city
projection must have a visible effect (such as a bone spikes
or a sparkling beam) and it may not do mental damage. 1-4 More personal details: target’s job, financial status, any
Note that, regardless of the nature of the projection, there current schedule
are no additional effects from this type of Special Ability 5-8 More in-depth personal details: identities and backgrounds
unless an Enhancement allows otherwise. of family, friends, lovers
9-12 Very personal details: secrets, private likes and dislikes,
Omnivorous (2) etc.
The character can gain nourishment from any organic 13 Everything there is to know
substance (though she is not immune to poisons). She *Result points equal the difference between the investigation total and the
can also chew through just about any organic substance target’s Intellect roll.
with no adverse effects to her teeth or jaws. A character
may not have this ability more than once.
Chapter 2 • Page 38
Possession, Full (10) among one class of creatures (such as birds or furniture) as long as all
forms chosen for previous ranks were within the same class.
The character can possess the body of a living creature or a corpse.
Body Points, Wounds, and the Intellect attribute remain unaf-
This works in the same way as Limited Possession, save that the pos-
fected by this Special Ability, but the dice in the Agility, Coordination,
sessing character gains her new form’s physical attributes (Agility,
Physique, Acumen, and Charisma are redistributed to match the new
Coordination, Physique), retains her own mental attributes (Intellect,
form (although the die code in the mettle skill remains the same
Acumen, Charisma), and gains complete control over the new form.
regardless of the change in form). Additional dice in skills above
the base attribute score remain the same, though the total dice in
Quick Study (3) each skill changes to reflect the adjustments in the base attribute.
The character has an uncanny ability to learn new skills and improve Likewise, not all skills will be usable in the new form.
old ones, limited to one attribute. He always learns new skills as if Attribute dice can also be used to include Special Abilities in the
he had a teacher (even if he doesn’t), and he can improve skills he new form. One attribute die can be spent to gain one rank in one
already knows at a cost of one Character Point less than normal. This Special Ability or to get a +2 skill total bonus (split among up to two
Special Ability applies to specializations and combines very well with skills). The gamemaster may allow a larger skill total bonus or more
the Age Disadvantage, if the character is young — he is a prodigy, skills to fall under the bonus if the desired effect is particularly nar-
and that’s why he’s learned his starting skills so quickly. This Special row (such as a bonus for a single sense).
Ability can be taken once for each attribute. For an example of how Shapeshifting can work, see the accom-
panying sidebar.
Sense of Direction (2) Shapeshifting may be done at will, though a Limitation may force
The character has a good sense of direction. He gains +1D per it to be triggered by stress or environmental factors.
rank to navigation and tracking rolls. If shifting voluntarily, the character must generate a disguise total
of 11 to bring about the change, and a second total to turn back
Shapeshifting (3) again. Each change takes one full round in which the character may
The character can manipulate the shape, color, and overall appear- do nothing else. Failure at the check means the transformation does
ance of her body, though mass and body compositions remain the not occur, and the character cannot try again for at least an hour.
same. The character must chose a specific creature to emulate, gain- It is highly recommended that the hero comes up with some
ing one form for every three additional points spent on this Special typical forms and their game characteristics before beginning play.
Ability. At six ranks in this ability, the gamemaster may allow shifting The new form need not exactly resemble a “typical” version of the
emulated creature or object.

Silence (3)
Shapeshifting Example The character can move in complete silence. He gains +2D per
rank to all stealth checks and a +1D per rank when attacking from
Mel is playing a werebear. She chooses Shapeshifting, behind.
specifying that she only changes from Human to werebear
and back again. The gamemaster decides she’ll gain one rank
of the Increased Attribute: Physique (+1 to related totals) and
Skill Bonus (1)
Skill Bonus represents a natural talent (a character with the
+2 to all search and tracking totals that require smell when
Charismatic group might be “friendly and outgoing”), a particular
in her werebear form.
knack (a character with the Animal Friendship group has a “way
Mel’s character has 18 attribute dice arranged thusly:
with animals”), years of devotion to a profession prior to beginning
Agility 2D+2 adventure, or the result of an extended life.
Coordination 3D+1 The character chooses a group of three related skills in which he
Physique 3D gains +1 to the skill total of any action performed with those skills
Intellect 2D+2 (or specializations of that skill). The skills need not be under the
Acumen 2D+2 same attribute. The character may or may not actually have adds in
Charisma 3D+2 those skills, and the gamemaster must approve the fact that they are
When she changes into werebear form, Mel’s character “related.” Some examples of skill groups include:
has the following attribute values, the total of which has Acting: bluff, charm, disguise
been lowered by 2D because of the bonuses: Acute Balance: acrobatics, climbing, stealth
Agility 4D Animal Friendship: animal handling, riding, survival
Coordination 2D Athletics: lifting, running, throwing
Physique 3D+2 Charismatic: bluff, charm, persuasion
Intellect 2D+2 Close Combat: fighting, melee combat, dodge
Acumen 2D+2 Eidetic: reading/writing, scholar, investigation
Charisma 1D Investigative: investigation, search, streetwise
Leadership: command, intimidation, persuasion
Character Options • Page 39
Mechanical Aptitude: crafting, lockpicking, traps
Observant: investigation, search, tracking
Ranged Combat: dodge, marksmanship, throwing
Players may substitute other related skills for the ones listed in
the groups above, or create their own groups as long as there is a
common thread and the gamemaster approves the grouping.
Three specializations may replace one general skill, getting a +1
for three different specializations. (The specializations don’t have to
be under the same general skill.) This may be done for up to all three
skills in the group, choosing six specializations instead of two skills
or nine specializations instead of three skills.
Example: In the Investigative group, a character might take out
streetwise and replace it with three specializations — streetwise:
thieves’ guilds, tracking: large towns, and persuasion: witnesses. While
this means the character gains no bonus for other streetwise activi-
ties (such as a roll to locate a criminal in a small town), he does have
a more “detailed” group.
Additionally, the character acts as if trained in these skills even
if he doesn’t have any additional pips in them, and so does not get
the unskilled modifier. This Special Ability does not affect the cost
of improving the related skills.
Gamemasters may allow a higher bonus for fewer skills (such as
a set of two skills where one gets a +1 bonus and the other gets a +2
bonus, or a +3 bonus to a set of three specializations). However, the
bonus per rank may total no more than +3.
At each additional rank, the player may increase the bonus by +1
for three of the skills affected by this Special Ability. A character may the player must specify when his character gets the Special Ability.
have different versions of this ability for different groups of skills, Generally, this substance gives the character distinct advantages. The
though the skills in each group may not overlap. player may select up to 4 points (not ranks) in other Special Abili-
ties that relate to the chosen form, per rank in this Special Ability.
Skill Minimum (4) (Thus, two Transmutation ranks means 8 points in other Special
The character can select three related skills that will always gain Abilities.) Natural Armor, Hardiness, and Environmental Resistance
a minimum total of 3 times the number before the “D.” are common ones.
Example: If the player selects persuasion, charm, and intimidation
(all interaction skills) for his character, all of which he has at 4D, and
Uncanny Aptitude (3)
he generates a total less than 12, the total automatically becomes This Special Ability is similar to the Skill Bonus Special Ability in
12. That is the character’s minimum total. that some sort of bizarre ability gives the character added bonuses
to certain actions. However, instead of selecting a group of skills
The player may not select Skill Minimum for any skill that has any
that the character gains a bonus to, the player and the gamemaster
other Advantage or Special Ability tied to it. Also, the skills must be
work out circumstances where these abilities come into play. For
related in some way (see the Skill Bonus Special Ability for information
instance, a character might gain a +1 bonus to all Agility-related skills
on related skills). The character may only select general skills, but the
totals when in sunlight.
specializations underneath that general skill are affected as well. This
A character may have several variations of this ability, reflecting
Special Ability may be selected only once for each group of skills.
different bonuses. Each variation could have several ranks, with the
bonuses adding to each other.
Teleportation (3)
The character can move instantly to another place up to 10 meters Ventriloquism (3)
per rank away. The character must see her destination clearly. In
The character can throw her voice up to three meters away per rank.
combat, this action takes an entire round. The character may take
No skill roll is required to do this, but if it is part of a trick attempt,
along whatever she can carry.
she receives a +2D bonus per rank to bluff and charm rolls.

Transmutation (5) Water Breathing (2)


The character can alter his substance to something else, while The character can breathe water and will not drown underwater.
retaining his form (such as a man who turns to stone). Characters She gains +1D per rank to all swimming rolls because she doesn’t
with this ability may only shift into one specific substance, which need to worry about drowning.
Chapter 2 • Page 40
Youthful Appearance (1)
The character looks much younger than she actually is and
receives a +1D per rank to bluff, charm, or disguise attempts that
involve posing as someone youthful. In general, characters should
not look more than 10 to 20 years younger than they are, regard-
less of the number of ranks, though gamemaster discretion and
common sense should rule here.

Special Ability Enhancements


Enhancements allow Special Abilities to be somehow more than
the typical version. Each Enhancement may be taken more than
once for each Special Ability, either altering the ability in similar
though distinct ways or, for some, through stacking the effects. The
cost of the Enhancement adds to the associated Special Ability’s
total cost (base cost plus the cost for additional ranks).
Additional Effect (1): The Special Ability produces a useful, though Two ranks exist for this Enhancement. At Rank 1, with a cost of
minor, side effect that is a natural extension of the power. The more four, the power with this Enhancement has a magical power source,
useful the side effect, the greater the number of ranks. Some examples but it is not truly magical in nature. If it does damage, protective
include a skill bonus when using the ability, doing residual damage (such Special Abilities or magical spells of any defensive nature can defend
as reflection with Natural Armor or setting fires with Natural Ranged against it as normal. It can act on characters in astral form, spirits,
Weapon), or adding functionality to an Extra Body Part. and other magical creatures or magical items not affected by normal
harm. It does harm to those beings and items at one-half of its dam-
Bestow (1 or more): The character may share her Special Ability
age total, before modifiers and rounded down.
with a certain type of target: sentient living, nonsentient living, or
If it provides protection, it defends at one-half its total, before
nonliving. The player must chose which group when including this
modifiers and rounded down, against magical blasts or Special Abilities
Enhancement. The cost of this Enhancement equals one-half (rounded
that demons, ghosts, and other magical or spiritual beings have.
up) of the Special Ability total (base cost plus additional ranks cost plus
In both cases, these bonuses are in addition to the normal applica-
Enhancement costs). She may only use her Special Ability on herself
tions of the Special Ability.
and on members of her target group with a multi-action penalty. The
At Rank 2, with a cost of five, the power with this Enhancement is
character may give her Special Ability to one person per action.
magical in nature. If it does damage, protective Special Abilities only
Some Special Abilities will require better stories concerning how
defend at one-half their die code (rounded down) against its attacks,
the character can manage sharing them than others (such as Youth-
but the Enhanced Special Ability can be completely shielded against
ful Appearance or Ambidextrous), while others may not have this
by other magical Special Abilities (protecting Special Abilities with
Enhancement (such as Longevity or Immortality). The target has
this Enhancement; spells that protect against magical attacks; and
control over the use of the Bestowed Special Ability for as long as the
protective versions of Natural Magick). It can be used against spirits,
Bestowing character allows. A character may only have one rank in
astral beings, and other magical or spiritual creatures or magical items
this Enhancement, but she may have multiple versions of it.
not affected by normal harm. For both cases, this is in addition to
Extended Range (3): The factor used to determine the range the regular manifestations of the Special Ability.
of the character’s Special Ability is increased. Every rank of this If the Special Ability with this level of Enhancement provides protec-
Enhancement allows the player to add one half of the ranks in the tion to the character, it can defend against normal and magical powers
Special Ability (rounded up) to the factor when determining the (offensive Special Abilities with this Enhancement; damage-dealing
range. Thus, to increase the range factor by half the ranks costs spells; and protective versions of Natural Magick; Special Abilities of
three, by the ranks in the ability costs six, by 1.5 times the ranks a magical nature possessed by demons, ghosts, and the like).
costs nine, and so on. To include this Enhancement with a Special Ability in an item,
Example: The range for Natural Ranged Weapon is 20 times the the item’s Special Ability should also have the Limitation Burn-out
number of ranks in the Special Ability times the character’s Physique (R1), item can be lost or stolen.
or lifting in meters. With two ranks of Extended Range, the range Multiple Targets (2): The character may use the Special Ability
would now be 20 times twice the number of ranks in the Special more than once per round without incurring a multi-action penalty.
Ability times the character’s Physique or lifting. For each rank in this Enhancement, the character gains one additional
Magically Empowered (4 for 1 rank; 5 for 2 ranks): The Special use of the Special Ability. This adds to any other bonus actions pro-
Ability comes from a magical source — a feature of the character’s vided by a power; it does not multiply it.
species, a result of the character’s parentage, a means of explaining
a mysterious ancient artifact, and so on. A Special Ability provided Special Ability Limitations
by a spell does not need this Enhancement, nor does Natural Magick
These Limitations can be associated with Special Abilities, restrict-
require it. A magic item created for a character because of the Equip-
ing their functionality and reducing their total cost (base cost plus
ment Advantage would.
Character Options • Page 41
the cost for additional ranks plus any Enhancements — not the per two of the three groups. For four points and three ranks, the character
rank cost). can affect only one of the three groups. This Limitation may not be
Limitations may not lower a Special Ability’s total cost below one, taken more than once per Special Ability. Additionally, like the Bestow
and all Limitations must have some sort of effect on play — just like Enhancement, some Special Abilities may require valid reasons before
Disadvantages. Each of a character’s Special Abilities may have more the gamemaster allows the Limitation’s inclusion. Some abilities, such
than one of each Limitation, as they can either describe similar but as Immortality and Longevity, may not have this Limitation. The target
distinct negative situations or, in some cases, stack the effects. who gets the Special Ability has control over its use as if she actually
had the ability, for as long as the giving character allows.
Ability Loss (3 for 1 rank; 4 for 2 ranks): The character tem-
Allowing another person access to the Special Ability counts as
porarily loses his Special Ability at regular intervals or, when the
an action for its owner, while using the newfound Special Ability
Special Ability is used, he loses the ability to use a common skill in
counts as as an action for the one who gets it (though gaining access
which he has experience (that is, additional pips or dice). Examples
to it does not). The Special Ability’s owner may only give the Special
include: a character who cannot shapeshift when the sun is out; a
Ability to one character per round, but the target may be different
character who cannot use his natural weapons on a particular day
each round.
of the month or during a certain phase of the moon. The character
is aware of what the circumstances are that will cause this. For an Price (1): The character must fulfill certain obligations in order
additional point and additional rank, the character must undergo to use the Special Ability. Perhaps when using Water Breathing, the
some sort of (fairly simple) procedure to regain his ability or skill character must remain in the water for at least 24 hours for every
use. A Special Ability may have up to two ranks in a single variation 24 hours out of it or suffer -4 modifier per rank in this Limitation to
of this Limitation, but a character may have it multiple times for his damage resistance total for changing environments so quickly.
different Special Abilities, circumstances, or combinations of Special Alternatively, there could be a Character or Fate Point fee of three
Abilities and skills. Character Points per rank in the Limitation per adventure in which
the character uses the Special Ability.
Allergy (3 for 1 rank; 4 for 2 ranks): The character has a minor
allergy. Exposure to a fairly common substance (smoke, sunlight, par- Restricted (1): The Special Ability is hindered in a way not cov-
ticular food, etc.) causes the character to lose all Critical Success rerolls ered by any other Limitation. The more restrictive the situation, the
until the condition is removed. For an additional point and additional greater the number of ranks in this Limitation. For instance, a Natural
rank, the effects are worse, and the character loses all actions due to Weapon (either kind) may only be useful against certain creatures. A
coughing fits, watering eyes, or similar discomfort until she can get Special Ability may have multiple variations of this Limitation, each
away from the allergen. A Special Ability may only have one rank in representing a different restraint.
this Limitation, though it may have several different Allergies. Side Effect (2): One of the character’s Special Abilities has some
Burn-out (1): See the Disadvantage by this name for sugges- sort of annoying side effect that appears with its use, such as constant
tions that could also be applied to a Special Ability. The more likely whistling, a continuous glow, or a terrible stench. Add 4 per rank to
the Burn-out, the greater the number of ranks in this Limitation. the difficulty of all stealth attempts when the Special Ability is in use,
A Special Ability may have multiple variations of this Limitation, as everyone can figure out she’s coming. This will also affect interac-
representing different triggers for the Burn-out. tion attempts, adding at least a +1 per rank to the difficulty.
Debt (3): Someone (or, more likely, some entity) gave the character Singularity (1 per Special Ability): The character may use
the Special Ability, along with certain obligations and restrictions. only one of a group of two or more Special Abilities each round. It
The character must continually beg the giver to retain the Special does not take an action to switch Special Abilities. He may change
Ability, or she must perform certain tasks at the giver’s request in the Special Ability in use at the beginning of his turn in a round,
exchange for continued use of the Special Ability. A Special Ability and he may rely on the chosen Special Ability until the next time he
may only have one rank in this Limitation. changes it. For a second rank (and one additional point per Special
Ability), it does take an action to switch Special Abilities. A Special
Flaw (1): All difficulties associated with using the Special Ability
Ability may not have more than two ranks in this Limitation, and
are increased by +2 per rank. The greater the rank associated with
all Special Abilities in the same group must have this Limitation at
this Flaw, the greater the difficulty modifier.
the same rank. Not all of a character’s Special Abilities need be in
Minor Stigma (3): The character cannot use the Special Ability the same Singularity group.
without performing the “proper rituals” before or after (someone with
Super-science (2): The Special Ability is contained in a piece
a natural weapon who must sketch an image of his intended victim
of equipment — such as a arquebus, a staff, or a ring — developed
before hunting him down; a shapeshifter who must be purified by
through a technological means not readily available and certainly
his cult after killing someone). A Special Ability may only have one
experimental (it could even be from the future). The item could be
rank in this Limitation.
lent to another character or taken away with a successful grab and
Others Only (2 for 1 rank; 3 for 2 ranks; 4 for 3 ranks): The used by someone else, though at a +5 to the difficulty. On a Critical
character may not use the Special Ability himself; he may only allow Failure, the item malfunctions and requires repair. Unless combined
others to use it. The value of this Limitation depends on how many with the Burn-out Limitation, a destroyed item may be recreated in a
groups of “others” he can use it on: For two points and one rank, the number of days equal to the total cost of the Special Ability (including
character may affect sentient living, nonsentient living, and nonliving all ranks, Enhancements, and Limitations).
targets. For three points and two ranks, the character can affect only
CHAPTER III

• Non-Human Races •
What’s in This Chapter Special Abilities: Hardiness (R2), +2 to damage resistance totals;
Longevity (R1); Ultravision (R1) +2 to sight-based totals while in
Some, though certainly not all, fantasy settings feature humanoid dim or dark conditions
races of equal or greater standing than the Humans themselves. This Strength Damage: 2D Move: 8
chapter generalizes a few of the more common ones. Gamemasters Fate Points: 0 Character Points: 2
can modify these generic characters to suit their setting or use them Body Points: 19 Wound levels: 3
to design their own non-Human races.
When creating a new racial template, every character based on Package
that species must have certain background Special Abilities, Disad-
Total creation point cost: 4
vantages, and possibly Advantages. However, enough points should
Total defined limit cost: 1 attribute die or 4 skill dice
remain with which the player may customize the character. Usually,
Advantages: Size: Small (R1), scale value of 3
the character ends up with more options than normal for the average
Disadvantages: Hindrance: Gruffness (R2), +2 to bluff, charm,
person in the game setting, but fewer than if the player had stuck
and persuasion difficulties; Hindrance: Shorter Stride (R1), 2-meter
with Human. (Experienced members of the race should have more
reduction to running, swimming, and jumping Move
skills and, perhaps, higher levels of the template’s Special Abilities
Special Abilities: Hardiness (R2, cost 2), +2 to damage resistance
and Disadvantages.)
totals; Longevity (R1, cost 3); Ultravision (R1, cost 1) +2 to sight-
When making new packages, to help them balance with what’s
based totals while in dim or dark conditions
available to Humans, account for any potential alteration to
attribute minimums and maximums through Special Abilities and
Disadvantages. Elves
Regardless of the race, unless they take the Language Problems The Elves’ very slenderness tends to make them seem taller than
Disadvantage, characters can speak Trade Speech and their native Humans, though their actual size varies depending on where they call
language. home. The most common variety hail from forests, but ones living
Players may overlay the packages on any other character template. in mountains or seas are not unknown. Wherever they come from,
Disadvantages received from these packages do not count toward they all share an affinity for nature and a sense of duty toward the
the maximum number of Disadvantages set by the gamemaster. animals and things of their native environment.
Body Points for “typical” characters were added to a gamemaster’s
character base of 10. Typical
Agility 3D: dodge 3D+2, melee combat 3D+2, stealth 3D+2
Dwarves Coordination 3D: marksmanship 4D
Stocky and short, Dwarves come from the mountains. They build Physique 2D: running 2D+2
great halls and winding tunnels. They are considered some of the Intellect 3D: reading/writing 3D+1, scholar 3D+1, speaking
finest workers of metals and gems. Though they do grow plants for 3D+1
food, they have a general dislike for spaces open to the sky. Acumen 3D: artist 3D+1, hide 3D+2, search 3D+2, survival 3D+2,
tracking 3D+2
Typical Charisma 3D: animal handling 3D+2, charm 3D+2
Magic 1D: alteration 1D+1
Agility 3D: fighting 3D+2, melee combat 4D
Advantages: None
Coordination 2D
Disadvantages: Devotion: Nature (R2), feel a deep devotion
Physique 3D+2: lifting 4D, running 4D, stamina 4D
and kinship with trees and plants; Hindrance: Arrogance (R2), +2
Intellect 2D: devices 3D, trading 2D+1, traps 2D+2
to bluff, charm, and persuasion difficulties; Hindrance: Delicate (R2),
Acumen 3D: artist 3D+2, crafting 4D, gambling 3D+1
-2 to damage resistance total
Charisma 2D+1: intimidation 2D+2
Special Abilities: Enhanced Sense: Sight (R1), +1 to sight-based
Advantages: Size: Small (R1), scale value of 3
totals; Longevity (R1); Skill Bonus: Stealth (R1), +1 to hide, stealth,
Disadvantages: Hindrance: Gruffness (R2), +2 to bluff, charm,
and tracking totals
and persuasion difficulties; Hindrance: Shorter Stride (R1), 2-meter
Strength Damage: 1D Move: 10
reduction to running, swimming, and jumping Move
Non-Human Races • Page 43
Fate Points: 0
Body Points: 17
Character Points: 2
Wound levels: 3
Typical
Agility 3D+2: fighting 4D+1, dodge 4D, melee combat 4D
Package Coordination 2D: throwing 3D
Physique 4D: lifting 4D+1, running 4D+1, stamina 4D+1
Total creation point cost: 1 Intellect 3D: navigation 3D+2, trading 3D+1
Total defined limit cost: 1 skill die Acumen 3D+1: survival 3D+2, tracking 3D+2
Advantages: None Charisma 2D: intimidation 3D, mettle 3D
Disadvantages: Devotion: Nature (R2), feel a deep devotion Advantages: None
and kinship with trees and plants; Hindrance: Arrogance (R2), +2 Disadvantages: Achilles’ Heel: Cold (R3), take 1D in damage per
to bluff, charm, and persuasion difficulties; Hindrance: Delicate (R2), round in temperatures below 15 C; Hindrance: Arrogance (R2), +2
-2 to damage resistance total to bluff, charm, and persuasion difficulties
Special Abilities: Enhanced Sense: Sight (R1, cost 3), +1 to Special Abilities: Extra Body Part: Tail (R1); Natural Armor:
sight-based totals; Longevity (R1, cost 3); Skill Bonus: Stealth (R1, Scales (R1), +1D to damage resistance total against physical damage;
cost 1), +1 to hide, stealth, and tracking totals Natural Hand-to-Hand Weapon: Claws (R1), +1D damage
Strength Damage: 2D Move: 10
Gnomes Fate Points: 0 Character Points: 2
Renowned tinkers, Gnomes enjoy building their homes in hillsides, Body Points: 22 Wound levels: 3
much as Dwarves do. Somewhat taller and broader than Dwarves,
the Dwarves outmass Gnomes. Gnomes commonly use magic to Package
enhance their inventions. Total creation point cost: 0
Total defined limit cost: 0
Typical Advantages: None
Agility 3D: fighting 3D+1 Disadvantages: Achilles’ Heel: Environmental Incompatibility
Coordination 2D+1: lockpicking 2D+2 (R3), +1 modifier to difficulties per round exposed to temperatures
Physique 3D: lifting 3D+1 below 15 degrees C; Hindrance: Arrogance (R2), +2 to bluff, charm,
Intellect 3D: devices 4D, speaking 3D+1, trading 3D+1, traps and persuasion difficulties
3D+2 Special Abilities: Extra Body Part: Tail (R1, cost 0); Natural
Acumen 3D: artist 3D+2, crafting 4D, know-how 3D+1 Armor: Skin (R1, cost 3), +1D to damage resistance total; Natural
Charisma 2D+2: persuasion 3D Hand-to-Hand Weapon: Claws (R1, cost 2), +1D damage
Magic 1D: alteration 1D+1
Advantages: Size: Small (R1), scale value of 3
Disadvantages: Hindrance: Shorter Stride (R1), 2-meter reduc-
tion to running, swimming, and jumping Move
Special Abilities: Skill Bonus: Mechanical Aptitude (R1), +1 to
crafting, devices, and traps totals
Strength Damage: 2D Move: 8
Fate Points: 0 Character Points: 2
Body Points: 18 Wound levels: 3

Package
Total creation point cost: 1
Total defined limit cost: 1 skill die
Advantages: Size: Small (R1), scale value of 3
Disadvantages: Hindrance: Shorter Stride (R1), 2-meter reduc-
tion to running, swimming, and jumping Move
Special Abilities: Skill Bonus: Mechanical Aptitude (R1, cost 1),
+1 to crafting, devices, and traps totals

Reptile Folk
Slightly taller than Humans, Reptile Folk prefer scrubland on the
edges of deserts. Their nomadic lifestyle and natural armor has made
them terrific hunters and trackers. This innate protection also supports
their belief that they are superior to all other life in the world.
CHAPTER IV

• Improving Characters •
What’s in this Chapter Points to get a +1 in the specialization. The full marksmanship skill,
however, stays at 6D.
Once players have taken their characters through an adventure or
Specializations that are associated with a full skill improve when
three, they’ll want to improve or change them. This chapter provides
the base skill improves.
guidelines for accomplishing that.
A character may improve a skill or any of its specializations but

Learning & Improving Skills not both. In other words, a character may improve as many special-
izations as he desires at the same time, though he cannot improve
When a player first creates a character, she should use the character them at the same time as he’s improving the governing skill. Skills
creation guidelines for gaining attributes and skills. and specializations may only be improved by one pip each in between
Players whose characters have been through at least one adventure each adventure.
can use Character Points, accumulated from completing adventures, Once characters reach 8D in a skill, gamemasters may choose to
to learn new skills and improve old ones. Spending Character Points use the upper limit rule for improving attributes (see that section
this way may be done only between adventures. for details).
In addition to Character Points, the character needs experience Extranormal skills cost twice as much to learn as other skills. Skills
with the skill, either through training or by attempting to use the gained due to a Special Ability are not improved when that Special
skill (through rolling its die code or its governing attribute’s die code, Ability is improved. Instead, they are increased as a normal skill.
regardless of the outcome) during an adventure. If the gamemaster
decides that there is a significant amount of training involved (such
as improving a skill beyond 6D), or the character needs to find a suit-
Improving Strength Damage
As a character’s Physique or lifting goes up or is altered by Special
able teacher, that might become an adventure’s focus. (The teacher
Abilities, Disadvantages, or skill improvement, refigure the Strength
must have a skill die code higher than the one the potential student
Damage die code: Take the character’s new Physique or lifting (including
currently has.)
any modifiers from Disadvantages or Special Abilities) and drop the pips.
The cost of getting one pip in a new base skill equals the number
Divide by 2, and round up. This is the Strength Damage die code.
before the “D” in the governing attribute’s die code.
Example: If a character wants to learn reading/writing after an
adventure and he has a Intellect die code of 3D, the first pip in read-
Improving Attributes
ing/writing costs him three Character Points. The hero then has a With the exception of Extranormal and Funds, the attributes you
3D+1 in his reading/writing skill. choose for your character usually represent her maximum potential.
Most of the time, you’ll improve your character’s attributes by train-
The cost of improving an existing skill is determined in the same ing in one particular aspect (improving skills) or through temporary
way, except that the number of dice in the skill (instead of in the means (taking drugs or wearing magical equipment). Nonetheless,
attribute) is used to determine the cost. some freak mystical accident or a supernatural encounter might
Example: A character has a dodge of 4D+2 and wants to increase provide you with a reason to improve your character’s base attributes.
it. To raise the skill by one pip to 5D, the character must spend four (Some characters, such as kids, might start with fewer attribute dice,
Character Points. To increase the skill to 5D+1 after the next scenario, but their excuse for their attributes’ improvement is puberty.) There
the character must spend five Character Points. are two ways to do this.
The cost to get one pip in a new specialization equals one-half of The first way is how kids improve their normal attributes and how
the number before the “D” in the governing attribute or skill’s die everyone improves their Extranormal attributes. The gamemaster may
code. The cost to improve an existing specialization by one pip equals
one-half of the number before the “D” in specialization skill’s die
code. (In both cases, round up.)
A character does not need the governing skill to get a specializa- Effects of Character Options
tion in it. However, if he does have one, getting a specialization
When determining how many Character Points a player needs to
in it acts as a bonus to the base skill when taking actions of that
improve his character’s skills and attributes, ignore any modifiers
type, but it does not also improve all uses of the base skill.
provided by Advantages, Disadvantages, or Special Abilities.
Example: For a character with 6D in marksmanship to gain a
bow and arrow specialization, he needs to spend three Character
Improving Characters • Page 45
chose to use this option for adult characters who want to increase Getting rid of and gaining Advantages, Special Abilities, and
their normal attributes. Disadvantages should only happen after the character has been used
In the first method, to boost an attribute by one pip costs 10 times during several adventures and has had a chance to come up with
the number before the attribute’s “D” in Character Points. Generally, reasons for character alteration.
a single attribute may be raised only one pip per adventure, though These game mechanics for gaining Advantages, Special Abilities,
it’s possible that the effects of the situation influence the character’s and Disadvantages apply only to individuals who actively seek them.
physical makeup for a while or the gamemaster may decide that the Because of an adventure or series of adventures, the members of a
situation was so life-changing that more than one attribute may be group may each acquire the same new Advantage or Disadvantage.
boosted by more than one pip. In this case, each hero does not pay the cost or receive any Character
There is an upper limit using this method: Every time an adult Point benefits outlined here. The new Advantage can be considered
character boosts a normal attribute, the player rolls that attribute’s a reward for being part of the team and the scenario,
new die code and the gamemaster rolls one die less than the maximum while the new Disadvantage would be a penalty.
die code for the species, including any appropriate Special Abilities.
(The maximum for all attributes except Extranormal and Funds is 5D, Advantages
unless altered by a Special Ability or Disadvantage, so the gamemaster There are two methods for acquiring new Advan-
would roll 4D. For skills, the gamemaster uses 7D or 1D less than his tages: (1) The player pays, in Character Points, 5 times the rank of
preferred maximum.) If the gamemaster’s roll equals or exceeds the the Advantage. (2) The player takes an equivalent amount of ranks
player’s roll, the attribute improves. If it does not, the attribute does in Disadvantages and pays a number of Character Points equal to
not improve, the character gets half the Character Points back, and the rank of the Advantage. In either case, the player must come up
the character has reached her upper limit for that attribute. Ignore with a well-crafted story for getting the new Advantage that’s backed
this upper limit rule for Funds and Extranormal attributes. by actual experiences in one or more adventures. The story, and its
In the second way, the gamemaster requires all adult characters related Advantage, must be approved by the gamemaster.
to take the Increased Attribute Special Ability (discussed in the Generally, a player may not remove an Advantage from a character,
“Character Options” chapter) in order to improve their Agility, Coor- but it might be lost in the course of roleplaying due to player negligence
dination, Physique, Intellect, Acumen, and Charisma attributes. It has (that is, continuously bad roleplaying or ignoring Disadvantages) or
the added simplicity of, instead of raising dice, adding to the total some tragic game-world mishap (such as a Patron’s city being destroyed).
rolled. There is no maximum bonus that the character may gain with If the loss occurred through no fault of the character, the gamemaster
this method, aside from whatever roleplaying or adventure obstacles may give the player a consolation gift of three Character Points per rank
the gamemaster decides to include. in the Advantage, or may substitute an equally valuable Advantage.
Gamemasters should not reward the loss of an Advantage through
Improving Body Points player negligence.
As a character’s Physique goes up or is altered by Special Abilities
or Disadvantages, you’ll need to change the Body Points amount. Disadvantages
Whenever Physique permanently reaches a new full die above or There are also two meth- ods for permanently
below the old one, roll the die, ignoring any pips or other modifiers. overcoming a Disadvantage: (1) The player pays 10
(Do not reroll the character’s entire Physique — only the amount that times the die code of the Disadvantage. (2) The player loses an equal
changed.) Then add or subtract, as dictated by the Special Ability or number of Advantages and pays a number of Character Points equal
Disadvantage, that number from the Body Points total. to the die code of the Disadvantage. As with Advantages, the player
must have a good tale and adequate adventuring experience before
Improving Wounds the gamemaster should approve the loss of any Disadvantage.
As a character’s Body Points go up or down, the Wound level changes. Example: If a character had Equipment (R3), he might also have
For characters who rely solely on Wounds, the only way to alter how a Rank 3 Disadvantage tied to it. If the character can get rid of the
quickly or slowly the character reaches each level is by changing his equipment (which he might not be able to do in some settings — a
damage resistance total. This could be through a change in Physique or cursed sword, for example), then the Disadvantage goes away.
by acquiring more protective gear or protecting Special Abilities. When a player wishes to add another Disadvantage to her hero,
she receives an immediate bonus for this choice if she isn’t using the
Gaining & Losing Disadvantage to help her get a new Advantage. For the new Disad-

Character Options vantage, the character receives a number of Character Points equal
to 3 times the die code of the Disadvantage. However, the hero now
As players take their characters through adventures and develop has a new limitation to contend with!
them, they may decide that the Advantages, Disadvantages, and
Special Abilities the characters started with don’t fit the current Special Abilities
concept. To be flexible, there are ways you can accommodate your
Unless the gamemaster decides to reward a character with a Spe-
players’ desire to grow their characters. For example, an “enemy”
cial Ability, it costs 5 times the sum of the Special Ability’s base cost
might eventually be killed, a character might be able to negotiate a
plus the current number of ranks in Character Points — and a really
way out of Debt, or an Advantage Flaw might be “repaired.”
Chapter 4 • Page 46
good excuse — to acquire or improve a Special Ability after character
creation. A character may improve a Special Ability by only one rank
after each adventure, unless there is some compelling reason to allow
otherwise. Gamemasters may disallow increases in Special Abilities
if they feel the reason for the improvement isn’t good enough.
Example: A character has Accelerated Healing at Rank 1. She decides
to spend some time in a monastery, learning how to improve it. The
cost in Character Points to increase her Special Ability to Rank 2 is 16
(5 times the sum of the base cost of 3 plus the current rank of 1).
Characters can have their Special Abilities weakened and occasion-
ally even lose them entirely, and they get no reward for this. In other
circumstances, the character could wish to use all his mental and
spiritual resources to defeat an otherwise unstoppable force.
In these instances, by sacrificing one rank in a Special Ability,
a character receives 2 times the base cost of the Special Ability in
Character Points. If the player wants to remove completely a Special
Ability from the character, however, he reduces the Special Ability to
one rank, receiving Character Points for each rank lost, as above. In
sacrificing the final rank of the Special Ability, the character receives
Minor Stigmas, a reasonable explanation of how the Special Ability
in Character Points 7 times the initial cost of the Special Ability. Costs
has changed is also required.
of Enhancements and Limitations are ignored. The character also,
Gaining a new Enhancement costs 8 times the desired rank times
of course, loses all Enhancements and Limitations associated with
the base cost of the Enhancement in Character Points. Although most
that Special Ability when he permanently sacrifices it. (Getting the
Enhancements have several possible ranks that can be purchased in
Special Ability back requires the character to spend Character Points
stages, common sense should apply. A Special Ability may obtain
for it as a new Special Ability.)
new levels for the same Enhancement, but the nature of previously
Character Points gained by selling off a Special Ability must
added Enhancements cannot be altered, unless the Enhancements
be used before the end of the scene. The hero can sacrifice a part
are removed.
of his essence to accomplish legendary deeds, but he cannot use
those Character Points to purchase skills or otherwise improve his Example: An Enhancement that provides an extra effect must be
character. Any Character Points not spent by the end of the scene purchased at the full cost of each desired effect. A player could not,
are forever lost. for instance, buy one rank of Additional Effect: Energy Sustenance
The act of losing Special Abilities does not typically count as an for Attack Resistance, and then later spend more Character Points
action. Even so, some circumstances may justify a Moderate mettle roll to increase the Enhancement rank and change it to attack reflection.
or the character’s complete concentration for a full round to simulate However, a character with an Additional Effect of stickiness on the
the character summoning his deep inner resources. Natural Ranged Weapon Special Ability could purchase additional
The player can combine losing Special Abilities with gaining ranks of the version of the Enhancement.
Special Abilities to simulate an event that alters the character’s Eliminating a Limitation costs 10 times the die code of the Limita-
extraordinary abilities completely. In this case, if the gamemaster tion in Character Points. As with Enhancements, it is possible to buy
accepts the player’s explanation, simply trade the hero’s current off a Limitation in stages, if the stages are related. The Debt Limitation
Special Abilities for Character Points and spend them on the desired probably couldn’t be bought down one level at a time, but a Flaw with
new Special Abilities. multiple ranks could be, if the Narrator allowed. The gamemaster
may disallow buying off certain variations of Limitations because
Gaining & Losing Special Ability they are inextricably tied to the related Special Ability.
A character can also remove an Enhancement or acquire a Limita-
Enhancements & Limitations tion after character creation. A character who purposely removes an
It is possible for a character to gain or lose control over a Special Enhancement from a Special Ability receives 4 times the rank times
Ability, beyond what increases in skill and Special Ability rank allow. the base cost of the Enhancement in Character Points. The charac-
Unlike Advantages and Disadvantages, Special Ability Enhancements ter can’t rely on the Enhancement until the player buys it again. A
and Limitations are fundamental to a Special Ability’s manifesta- character who takes a Limitation for a Special Ability after character
tion in a character or item. Enhancements and Limitations must creation gains 5 times the rank times the base cost of the Limitation
be purchased or overcome with Character Points, representing the in Character Points. Since it is unlikely (though not impossible) that
character’s greater understanding of the Special Ability. Also, the a character would do either of these deliberately, the player must
gamemaster may not allow some Limitations to be bought off without come up with a reasonable explanation for how the Special Abil-
an excellent plot-related explanation, especially if the Limitation is ity has become less useful. Again, the gamemaster may take away
physical in nature. Unless the Enhancement or Limitation relates to Enhancement or Limitations based on the adventure situation and
the character’s understanding of the Special Ability, such as many does not necessarily have to award points for it.
CHAPTER V

• Game Basics •
What’s in this Chapter If the player rolls a 1 on the initial toss of the Wild Die, this is
called a Critical Failure, and the gamemaster may chose one of two
This chapter defines how to play the game, from rolling the dice options for the result, depending on the gravity of the situation.
to using skills. The basic unit of game time, order of play, and what
1. The Critical Failure cancels out the highest roll. Then the player
players can have their characters do on a turn are explained. Sugges-
adds the remaining values, and the roll is determined normally.
tions for determining the difficulty of actions are offered, including
some examples. 2. Add the dice results normally, but a complication occurs. The
The introduction offered an overview of how the game works, so gamemaster gauges the significance of the complication by the total
some of this may look familiar. However, this chapter clarifies a lot generated — from a funny, “nearly didn’t do it” result for a high total
of special situations that undoubtedly will come up during play. to a serious, “we have a problem” obstacle for a low total. The game-
master could even decide that nothing happens — for now — and
Rolling Dice use it as an excuse to spring a complication at a later time.
When using the second option, make certain the complication
A die code shows how good a character is in a particular area, how
chosen relates to the task attempted. It should serve as an extra,
harmful a weapon is, how useful a Special Ability or tool is, and so
minor obstacle the characters must now deal with or, more often, as
on. Each die code (also known as a value) indicates the number of
a place to insert a bit of comic relief. Only on rare occasions (such as
six-sided dice you roll (1D, 2D, 3D, 4D, 5D, etc.), and sometimes an
numerous poor decisions by the players) should a complication be
added bonus of “+1” or “+2” — referred to as pips — you add to the
without solutions or even deadly. The complications can also serve
total result you roll on the dice.
as opportunities to bring nearly invincible characters down to a more
An Advantage, Special Ability, or piece of equipment may provide
reasonable level.
a bonus to the roll. If the bonus is in the form of a die code (such as
Note: Unlike rolling a Critical Failure initially on the Wild Die, no
+1D), then you add the listed number of regular dice to the amount
complications occur when a 1 shows up on later tosses of the Wild
you would roll. If the bonus is in the form of a number (such as +2),
Die in the same roll.
then you add the amount to the total that you rolled on the dice.
Example: A shovel adds 1D to digging attempts. A character
who decides to dig a hole uses her lifting skill. If your character has
Improving a Roll
The average person fails at average activities nearly half of the time.
a lifting skill of 4D, you would roll five dice to determine how well
Characters aren’t average people, so they need ways to beat those
your character dug the hole with the shovel.
odds. Thus, they have Character and Fate Points, which represent
Wild Die those surges of adrenaline, sudden insights, and other unexplained
helpful acts of chance.
Whenever any player, including the gamemaster, makes any roll, Players may not trade Character Points for Fate Points, nor may
one of the dice must be different from the rest (in size or color). they trade Fate Points for Character Points. A player may only spend
Designated as the Wild Die, this odd die represents the vagaries
of life — like the direction of the wind affecting the flight of
a bullet — that are too small to warrant their own difficulty
modifiers.
Example: Your character’s Agility attribute is 3D+1, so if
Alternate Die Rolling Options
your character tried to jump onto a table, you would roll two Some gamemasters prefer rolling fewer dice. To this end, a die
regular dice and one Wild Die. code simplification chart has been included on page 142. It offers
If the player has only 1D to roll, then that one die is always two solutions for reducing the number of dice while retaining some
the Wild Die. of the randomness of rolling dice.
If the player rolls a 6 on the Wild Die, this is called a Critical For converting die codes in the middle of a game without referenc-
Success and she may add the 6 to her total and roll the Wild Die ing the table, multiply the number in front of the “D” by 3 for tasks that
again. As long as she turns up Critical Successes on that die, she ought to fail (such as the damage resistance total of a cannon fodder
may continue to add them to her total and continue to roll. If character) or 4 for actions that ought to succeed (such as something
she rolls anything other than a 6, she adds that number to the the players’ characters are doing). Add the pips to the total.
total and stops rolling.
Chapter 5 • Page 48

her Character and Fate Points on her character’s rolls. She may not Example: Heroic characters receive Fate Points for doing good,
spend more Character or Fate Points than the character has listed on such as protecting innocents, bringing an evil character to justice
her sheet. Except when allowed by the gamemaster for exceptionally (regardless of the justice system’s final decision), preventing damage,
cinematic situations, players may not use Character Points and Fate and saving a life (except the character’s own). Heroic characters lose
Points on the same roll. Fate Points for performing evil actions, such as stealing, maliciously
destroying property, taking a life, and other terrible acts, especially
Character Points if they use Fate Points to accomplish that harm.
Whenever a player makes any roll (attribute, skill, damage, Special Individual ethical codes may differ from the heroic code, but the more
Ability, and so on), he has the option to spend Character Points to well-defined the code is, the easier it is for the gamemaster to determine
increase the total rolled. He may spend one Character Point for each when to reward Fate Points — and when to take them away.
extra Wild Die rolled, to a maximum decided upon by the gamemaster When a player feels she needs even greater help for her roll, she
and based on the challenge level of the adventure. (For adventures may spend a Fate Point to double the number of dice she normally
with easy challenges, the maximum is two; for more cinematic gets for that roll. However, the player only rolls one Wild Die. Fur-
adventures, the maximum is five; for universe-shaking ones, the thermore, anything that’s not part of the character — weapon damage
maximum is unlimited.) die codes, equipment bonuses, and so on — is not doubled.
A player may choose to spend Character Points before or after he Example: Your character has a devices skill with a die code of
makes a roll — or both — but always before the gamemaster deter- 4D+2. Normally, you would roll three regular dice and one Wild Die
mines the result. The gamemaster need not tell the player whether and add two pips to the total. But this time, you want to make sure
he should spend more points to improve a roll. the villain’s siege engine can’t complete its purpose, so you spend a
Extra Wild Dice gained from spending Character Points each work Fate Point. This allows you to roll seven regular dice and one Wild
like a normal Wild Die except that a Critical Failure counts as a 1; Die and add four pips to the total (for a total of 8D+4, or twice what
it does not adversely affect the roll. Because of the special nature you’d normally roll).
of Character Point Wild Dice, the player may wish to roll these dice
separately from his normal Wild Die. Usually, a player may use only one Fate Point per roll per round,
Once used, the character loses the point. Players get Character though a character may improve several different actions in a
Points for their characters by overcoming obstacles, roleplaying well, round with several different Fate Points expenditures. Particularly
and having fun. They can also use Character Points to improve skills beneficial or malicious deeds presented and roleplayed well by the
(see the “Improving Characters” chapter for details). player or gamemaster may allow additional Fate Points to be spent
on a single roll.
Fate Points In the general course of play, a Fate Point is useful for one roll
only. However, once per game session, a player may choose to spend
Each players’ character has a personal moral code, generally
a Fate Point climactically, which doubles all of the character’s rolls
involving a sense of honor and justice. The devotion to this code is
for that round. The gamemaster also may allow players to spend Fate
represented by Fate Points. Violating that code takes a little bit away
Points climactically several times during the highest point of the
from that nature, which is represented by a loss of Fate Points.
adventure (the climax).
Game Basics • Page 49
Players may only spend Fate Points before making a roll. Fur-
thermore, double the initial number before applying any die code
Alternate Attribute Option
Sometimes it makes more sense to base a skill on a different
penalties and bonuses.
attribute than the one it’s under by default. In such cases as the
Once used, the character loses the Fate Point — but she may earn
gamemaster designates, subtract the skill value from the attribute
it back at the end of the game if it was used for a deed that supported
value to get the number of skill adds. Then add those skill adds to the
her moral code. However, if the character used a Fate Point to go
new attribute and roll away. Some example alternate skill-attribute
against her moral code, the gamemaster may decide that it costs an
combinations (and the reason for using each attribute) include:
additional Fate Point.
As characters become more experienced, the gamemaster may • Climbing, jumping, running, swimming: Physique for dis-
include further restrictions on Fate Point use. Gamemasters might tance; Agility for obstacles
allow moderately experienced characters (those with at least 6D in • Command: Charisma for leading others; Intellect for determin-
several skills) to spend Fate Points only on actions that promote the ing tactics
story line, while highly experienced characters (those with at least 9D • Disguise: Acumen for creating the disguise, especially on some-
in several skills) might be permitted to use Fate Points only during one else; Charisma for pulling off a disguise
climactic moments in the campaign. • Flying: Physique for wings or to represent the physical strain
of rapid movement; Agility for obstacles
Using Skills • Healing: Intellect for information and diagnosing; Coordination
for performing surgery
At those times when there’s a chance that a character may fail • Riding: Agility for using mounts as a means of transportation;
at an action, that character must make a skill check. The player Agility for evaluating a mount or another’s style
decides what she wants her character to do and which skill is best • Traps: Intellect for information and recognizing systems; Acu-
for accomplishing the task (sometimes with the help of the game- men for setting traps
master). The gamemaster determines a suitable difficulty number,
which the player must meet or beat by rolling the number of dice in
the skill and adding the results. Game Time
Generally, time in a roleplaying game doesn’t matter too much. A
Untrained Skill Use character may spend several hours searching a library, though only a
minute passes as far as the players and gamemaster are concerned.
If a character doesn’t have dice in the skill required to attempt
To keep the story line moving, sometimes it’s necessary to skip the
an action, she generally may use the die code of the attribute under
tedious parts.
which that skill falls. This is sometimes referred to as defaulting to
More intense scenes require more detail. In these cases, time
the attribute or using the skill untrained or unskilled. The game-
slows to units of five seconds called rounds. Each character may take
master may include an unskilled modifier to the difficulty. This
one action in the round with no penalty. Unless the character has
modifier takes into account that people who aren’t trained or don’t
special skills or abilities, additional actions increase the difficulty of
have experience in certain tasks usually have a harder time doing
performing each task; this concept is dealt with later, in the “Multiple
them. Typically, this modifier is +5, but it could be as low as +1 for
Actions” section. Once a round ends, the next one begins, continu-
simple tasks or much higher for complex plans. The gamemaster may
ing until the scene ends (with the task completed, the opponent
rule that some situations, such as building a spaceship or perform-
subdued, and so on).
ing brain surgery, are impossible for anyone to attempt without the
Since all characters in a scene are making actions in the same five-
proper training and the correct skills.
second round, the actual length of game time taken up by an action is
When attributes are given in the text along with the skill, such as
usually less than five seconds. This is obviously the case when a single
in spell descriptions, resisting Wounds, and so on, do not apply the
character is performing multiple actions, but it is also true when one
untrained modifier. This also includes most uses of dodge and fighting
character reacts to what another character is doing. Actions in rounds
in combat situations, attempts to find clues in a room with search,
are not simultaneous (actions out of rounds sometimes are).
and resisting interaction attempts or mental attacks with mettle.

Initiative
Once rounds have been declared and depending on the
Game-Enhancing Cards situation, the gamemaster applies one of three methods
In this rulebook, you’ll occasionally find references to “card use.” One to determine in what order everyone goes. Determining
of the unique features of certain West End Games systems is their game- initiative does not count as an action.
enhancing card decks. These cards can help players and gamemasters alter
outcomes, influence initiative, and make dramatic scenes even more excit-
Method 1
ing. You can include one of these decks in your D6 Fantasy games with a The first method is to allow whoever makes the first
little tweaking. Check the West End Games Web site, www.westendgames. significant action (such as those surprising other characters
com, for more information, including deck availability. in an ambush) to act first in the round. The characters retain
the same order until the scene ends.
Chapter 5 • Page 50

Methods 2 & 3
The other two ways start out the same, by requiring the charac-
ters involved to make Acumen rolls to generate initiative totals. The
gamemaster makes one Acumen roll for each character or group of
characters he controls, depending on the number and how important
each character is to the adventure. The character with the highest
roll takes her action first. The character with the second highest roll
then takes his action, and so on. After the last character performs her
action, the round ends and a new one begins. Note that a character
rendered unconscious, immobile, or otherwise unable to act loses
his action for that round if he hasn’t taken it already.
The gamemaster may chose then to have everyone roll initiative
once for the entire scene (the faster method) or roll at the beginning
of each round (the more realistic yet slower way).
The gamemaster and players may use Character Points, but not
Fate Points, to increase their initiative rolls if they want. Spending
one Character Point, for example, allows the player or gamemaster
to add the result of one extra Wild Die roll to the initiative roll.

Ties/No Rolls
In the event of ties, or if the gamemaster chooses not to have the
players roll to determine initiative, comparing attribute and skill die
codes can decide the order of actions. The character with the high-
est value in the characteristic goes first, and so on. Once a character
has a spot in the order, it doesn’t change, regardless of how other
characteristics compare. Ties are broken by moving to the next fac-
tor and looking at those values. The order: (1) ability or talent that
allows the character to go first, (2) Acumen, (3) search, (4) Agility, (5)
dodge, (6) special equipment or situation that allows the character
to go before another character.

Optional Initiative Bonus


For every 2D over the base attribute in search (round down) or
4D in Agility (round down), a character receives +1 to his initiative
roll. Every six ranks in a Skill Bonus or Increased Attribute Special
Ability that affects Agility or search provides a +1 bonus.

Performing Actions in Rounds


A character does not need to declare what she intends to do until
her turn comes up in the round. Once the character decides to take her
turn, she may use as many actions as she wants, but her player must
determine the multi-action penalty for the total number of actions
that the character wishes to take in that round. The character does
not need to declare when figuring the multi-action penalty what she
intends to do with all of her actions. Note that waiting counts as an
action (once per each time the character wishes to wait). The charac-
ter may take no additional actions once the multi-action penalty is
figured. Any actions calculated into the multi-action penalty but that
the character did not use by the end of the round are lost.
A character may take a few actions, wait, take a few more, wait
again, and so on, as long as the player has declared a sufficient number
of actions in which to do everything she wants her character to do
(including waiting). Example: A character surprises a pickpocket. Because she got the
A character may only interrupt another character’s action if she jump on him, the gamemaster decides the character may act first in
has waited and after that character has made the skill roll and spent this round. The character decides to wait and see what the thief will
any points but before the gamemaster declares the result. do, choosing to take one other action this turn. The pickpocket takes
Game Basics • Page 51
a swing at her, so the character decides to dodge. If the character has Entangle: Throw an entangling weapon at an opponent.
no ability that gives her extra actions, she may take only one action (throwing)
without penalty. She chose to do two, so each action is at -1D. Since Escape: Break a hold. (lifting)
her first action was waiting, which doesn’t require a roll, the penalty Grab: Latch onto an opponent. Depending on where the opponent
for that action is ignored. However, because dodging requires the was grabbed, he can take other actions. (fighting)
roll, it does get the -1D penalty. Kick: Strike out at an opponent with a foot. (fighting)
Only a few instances exist in which the gamemaster may permit Leap: Jump over an opponent, onto a table, or any other such
a character to “move up” her turn and react to another character’s maneuver. (jumping)
actions. These include catching a thrown object, resisting certain Lunge: Stab forward with a pointed weapon, such as a sword or
mental attempts, and other situations that the gamemaster deems a knife. (melee combat)
appropriate. These do take the character’s action, though the player Move: Maneuver 51% of the character’s Move or more around
can declare that her character will perform multiple actions in the the area. The gamemaster should call only for a roll if the terrain is
round. For the most part, having a turn later in the round than challenging or the maneuvering complex. During some rounds, the
another’s simply means that another character could take advantage gamemaster may decide that existing factors dictate all movement,
of the situation faster. regardless of length, require an action. (running, swimming)
Parry: Block an opponent’s blow. (fighting, melee combat)
Multi-action Penalty Pin: Trap an opponent by either holding him to the ground or
Characters may attempt to perform several tasks in a single tacking a piece of his clothing to a wall or other nearby object. When
round, or, if the action takes longer than one round to complete, in pinning the whole opponent, this is the same concept as tackling.
the same minimum time period. The more they try to do, however, Pinning prevents the victim from using the fastened part. (fighting,
the less care and concentration they can apply to each action. It melee combat, marksmanship, throwing)
becomes more difficult to succeed at all of the tasks. Thus, for most Punch: Strike out at an opponent with a fist. (fighting)
characters, for each action taken beyond the first, the player must Push: Forcibly move an opponent. (fighting)
subtract 1D from all skill or attribute rolls (but not damage, damage Ready a Weapon: Draw or reload a musket or bow, unsheathe a
resistance, or initiative rolls). Thus, trying to do four actions in one knife, and similar actions. This generally does not require a skill roll,
round gives the character a -3D modifier to each roll. For characters but the gamemaster may chose to require one related to the weapon
with an ability that increases their base number of actions, the in question for particularly stressful situations.
multi-action penalty doesn’t take effect until the character uses up Run Away: Flee from the scene. (running)
his allotment of actions. For example, if a character with an action Shoot: Fire a missile or projectile weapon. (marksmanship)
allotment of eight per round wants to do nine actions, each of the Slash: Swing an edged weapon. (melee combat)
nine actions is at -1D. Tackle: Bodily overcome an opponent. Once tackled, the oppo-
Only equipment and weapons suited for quick multiple actions nent can do no other physical actions other than speak or attempt
may be used several times (up to the limit of their capabilities) in a to break the attacker’s grip. (fighting)
round. Items with little or no reload time, like hands or small melee Throw a Weapon or Object: Toss something at an opponent.
weapons, are one example of this. (throwing)
A character may not rely on any skill or attribute reduced to zero. Trip: Quickly force one or both of an opponent’s legs upward.
(fighting)
Actions that Take Time Use a Skill or Ability: Perform a quick action related to a Special
Ability the character possesses or a skill he wants to use. A character
Each entry on this nonexhaustive list counts as one action taking may not use a Special Ability he does not have, though he may use a
no more than five seconds to perform. The gamemaster may decide skill he has no experience in (possibly at a penalty). Note that some
that certain types of actions offer a bonus or special effect and, thus, skills and Special Abilities take longer than one action or one round
have requirements to perform. The suggested skill to use with each to perform, so trying to do them in five seconds incurs penalties.
action is included at the end of the task’s description. Vehicle Maneuver: Perform a stunt in a moving vehicle. (chari-
Bash: Hit an opponent with a blunt weapon. (melee combat) oteering, pilotry)
Catch: Stop the movement of a thrown or dropped object or Waiting: Watch for a better opportunity to perform an action.
person. (The catcher must act later in the round than the person This does not require a skill roll, but it does take concentration.
doing the throwing or dropping. This is one of the few cases where
a character may “move up” his turn.) (throwing) Free Actions
Choke: Grab a person’s neck and gripping tightly. (fighting) Free actions are anything a character can automatically perform
Communicate: Relay plans or exchange complex ideas and except under the most extreme conditions. They don’t require a
information with other characters (more than a few words or one skill roll or much effort. If the gamemaster thinks a task requires
sentence). (an interaction skill or only roleplaying) concentration (and has a possibility of failure, thus requiring a skill
Disarm: Remove an object from an opponent’s hand. This action roll), it’s not a free action.
is treated as a called shot. (fighting, marksmanship, melee combat, A few examples of free actions include:
throwing)
Dodge: Actively evade an attack. (dodge) • determining initiative
Chapter 5 • Page 52

difficulty by four points. This gives you a result points bonus of +2.
You apply the modifier to your traps roll only, which must take place
immediately after your character’s examination of the wall.
Gamemasters also can use the related-skills guidelines for deciding
how well one person can help another person.

Preparing
A character willing to spend twice as much time to complete a task
receives a +1D bonus for the die roll for every doubling of time, up
to a maximum bonus of +3D. However, the character can do noth-
ing else or be otherwise distracted (such as being beset by arrows
at) during this time.

Rushing
A character can also attempt to perform an action that normally
requires two or more rounds (10 seconds or more) in less time. The
• speaking a few words to someone nearby difficulty increases depending on how much less time the character puts
• a quick glance around a room (and possibly a roll of Acumen) into the task: +5 for 25% less time, +10 for 50% less time, and +20 for
• moving 50% or less of the character’s Move over an easy area or 75% less time. A character may not perform any task in less than 25%
up to a meter over more challenging terrain of the normally needed time. Thus, to rush an hour-long research of a
Additionally, the following player actions do not count as char- wizard’s library into 30 minutes, the difficulty increases by +10.
acter actions: Of course, not every task can be rushed. If in doubt, the game-
master should ask the player to justify how the character can speed
• determining initiative
up the task.
• rolling to resist damage
• rolling mettle or Charisma to determine the emotional effects of
the environment on the character Groups
To save time, gamemasters may chose to roll one action for a group
Related Skills of characters he controls. Any number can belong to the group. Each
member of the group does not have to perform exactly the same
In some situations, two or more skills may suit the task at hand.
maneuver, but they do need to take similar actions. A gamemaster
The gamemaster can declare that only one is suitable for the current
could make one roll for a pack of wolves who attack different char-
circumstances. Or he can choose the primary one and decide which
acters, but he would have to separate the pack into those attacking
other skills are appropriate secondary, or related, skills that the
and those circling if the gamemaster wanted to have them perform
character can use to improve his chances with the primary skill. The
those distinctly different activities.
gamemaster sets difficulties for each skill. The character first performs
the related skills, and then he attempts the primary one.
To determine the related skill’s modifier to the primary skill, the Choosing Difficulties
gamemaster subtracts the difficulty from the total rolled with the There are two possibilities for assigning difficulties to a specific
related skill; this determines the number of result points from the action: a difficulty number or an opposed roll. Generally, the adventure
roll. Then he divides that number by 2, rounding up, to get the modi- specifies the difficulty and what skill is needed, but the gamemaster
fier to the total rolled with the primary skill. The minimum related may come across circumstances that were not foreseen. In such cases,
skill modifier is 1. If the skill total was less than the difficulty, the use these guidelines to decide what to do.
modifier is subtracted from the primary skill total. If the skill total Certain circumstances (typically involving a character attempt-
was equal to or greater than the difficulty, the modifier is added ing a task without a force actively opposing her, such as climbing
to the primary skill total. a wall or piloting a boat) may call for a static difficulty number. In
The character may perform the related skills and the primary skill these cases, select a standard difficulty or use a special difficulty.
successively, but the related skill modifier is only good for the one Circumstances involving an actively opposing force call for an
initially intended attempt and the character must make that attempt opposed difficulty.
within a short time of using the other skills. Should the character
decide to perform the primary skill and the related skill at the same Standard Difficulties
time, he takes the multi-action penalty. A standard difficulty is a number that the gamemaster assigns to an
Example: Your character wants to carefully place a trap so that action based on how challenging the gamemaster thinks it is. Existing
the existing structure enhances the trap’s design. You decide that conditions can change the difficulty of an action. For instance, walking
the character first examines the room for ideal locations (using the has an Automatic difficulty for most characters, but the gamemaster
search skill). Once examination has been completed and the search may require someone who is just regaining the use of his legs to make
roll has been made, your gamemaster lets you know that you beat the a Very Difficult running roll to move even a few steps.
Game Basics • Page 53
The numbers in parentheses indicate the in an opposed task either if he waited for the
range of difficulty numbers for that level. initiating character to make a move or if he was
Automatic (0): Almost anyone can
Generic Standard actively preparing for the attempt. Otherwise,
perform this action; there is no need to roll. Difficulties the gamemaster may allow a reaction roll of
(Generally, this difficulty is not listed in a pre- the appropriate skill as a free action in some
Level Number circumstances, or he may derive a difficulty (see
generated adventure; it is included here for Automatic 0
reference purposes.) the derived entry under “Special Difficulties”
Very Easy 1–5 for an example).
Very Easy (1–5): Nearly everyone can Easy 6–10
accomplish this task. Typically, tasks with such
a low difficulty only are rolled when they are
Moderate
Difficult
11–15
16–20
Special Difficulties
crucial to the scenario. Very Difficult 21–25 There are two special and optional difficul-
Heroic 26–30 ties: Wild Die Only and derived.
Easy (6–10): Although characters usually
have no difficulty with this task, an untrained Legendary 31 or more Wild Die Only: The standard difficulty of an
character may find it challenging. action may be so much lower than a character’s
skill value that rolling and totalling dice would
Moderate (11–15): There is a fair chance
waste time. However, the gamemaster may feel
that the average character will fail at this type
that the situation is such that a complication could greatly affect the
of task. Tasks of this type require skill, effort, and concentration.
outcome of the scene. In such cases, the game master may require
Difficult (16–20): Those with little experience in the task must the player to roll the Wild Die. A Critical Success result indicates that
have a lot of luck to accomplish this type of action. some special bit of good fortune occurred, while a Critical Failure
Very Difficult (21–25): The average character only rarely succeeds indicates a minor complication. Any other result shows that the
at these kinds of task. Only the most talented regularly succeed. result is successful, though nothing special.
Heroic (26–30), Legendary (31 or more): These kinds of tasks Derived: Any time one character does something to another
are nearly impossible, though there’s still a slim chance that lucky character or animate creature or object, the base difficulty equals 2
average or highly experienced characters can accomplish them. times the target’s relevant opposing attribute or skill and add the
pips. Gamemasters may further modify derived values, as the situ-
Opposed Difficulties ation warrants. Derived values do not get the unskilled modifier if
An opposed difficulty (also called an opposed roll) applies when they are determined from the governing attribute.
one character resists another character’s action. In this case, both Example: Your character attempts to intimidate a street urchin.
characters generate skill totals and compare them. The character with The gamemaster could use the standard intimidation difficulty of 10
the higher value wins, and ties go to the initiator of the action. or she could derive one from the urchin’s mettle skill, or, if he doesn’t
In an opposed task, since both characters are actively doing have one, the governing attribute, Charisma. If his Charisma has a
something, both the initiator and the resisting character use up die code of 3D, then the base derived difficulty is 6.
actions. This means that the resisting character can only participate

Generic Difficulty Modifiers


Modifier Situational Example
+16 or more Overwhelming disadvantage: Something affects the skill use in an almost crippling fashion (repairing armor without
any proper tools).
+11–15 Decisive disadvantage: The skill use is very limited by circumstance (trying to find someone in complete darkness).
+6–10 Significant disadvantage: The skill use is affected negatively (tracking someone through drizzling rain).
+1–5 Slight disadvantage: There is an annoying problem (picking a lock by candlelight).
-1–5 Slight advantage: A tool or modification that makes the skill use a little easier (a springy surface for jumping).
-6–10 Significant advantage: A tool or modification that makes the skill use much easier (rope with knots is used for
climbing).
-11–15 Decisive advantage: A tool specifically designed to make the job easier (a well-stocked set of herbs and bandages for
healing).
-16 or more Overwhelming advantage: An exceptional tool or modification that specifically makes the skill use much easier (complete
set of wilderness tools and equipment specially designed to help with survival).
Chapter 5 • Page 54

Generic Modifiers
The modifiers offered in a skill’s list or a pregenerated adventure Result Points & Success
may not cover all the gamemaster’s needs. When conditions arise for
Here are some guidelines for describing different levels of suc-
which there aren’t pre-established modifiers, use the chart herein to
cess. Use the result points of the roll — the difference between
help at those times. Gamemasters can add these modifiers to opposed,
the skill total and the difficulty — to decide on the exact level.
standard, or derived difficulty values.
Minimal (0): The total was just barely enough. The character
Good Roleplaying Modifier hardly succeeded at all, and only the most minimal effects apply.
If “minimal effects” are not an option, then maybe the action
Gamemasters should reward good roleplaying by lowering the
took longer than normal to succeed.
difficulty a few points. The better the roleplaying — and the more
Solid (1–4): The action was performed completely, but
entertaining the player makes the scenario — the higher the modifier
without frills.
the gamemaster should include.
Good (5–8): The results were better than necessary and
Unskilled Attempts there may be added benefits.
Superior (9–12): There are almost certainly additional
Remember that someone without training or experience might, benefits to doing an action this well. The character performed
with blind luck, do better than someone with experience — but the action better, faster, or more adeptly than expected.
generally only that one time. There is no guarantee of future suc- Spectacular (13–16): The character performed the action
cess. When a character defaults to the attribute, figure in not only deftly and expertly. Observers would notice the ease or grace
a difficulty modifier of +1, +5, or more, but also adjust the result with which the action was performed (if applicable).
accordingly; the result won’t happen as precisely or stylishly as Incredible (17 or more): The character performed the skill
someone with skill. with such dazzling quality that, if appropriate to the task, it could
become the subject of conversation for some time — it’s at least
Determining Success worth writing home about. Gamemasters should dole out some
If the total rolled on the dice is greater than the difficulty, the significant bonuses for getting this large of a roll.
attempt was a success. Ties generally go to the initiator of the action, Example: A character who trying to use the survival skill to
but certain circumstances dictate otherwise (such as the use of some forage for food gets a minimal success — she finds “subsistence
Special Abilities or determining the amount of damage done). The level” food; it’s barely better than garbage. The next day she gets
description of the ability, challenge, or activity explains the results. a spectacular result — not only does she locate good, wholesome
food, but she finds enough for two days instead of one.
Result Points
Result points refer to the difference between the skill roll and the
difficulty. The gamemaster can use the result points to decide how
well the character completed the task. The gamemaster may allow a
player to add one-half of the result points (rounded up) as a bonus Gamemaster’s Fiat
to another skill roll or Extranormal or Special Ability effect. One-fifth The rules are a framework upon which the gamemasters and their
of the result points from an attack roll can be included as bonus to friends build stories set in fantastic and dynamic worlds. As with
damage. (Round fractions up.) most frameworks, the rules work best when they show the least, and
when they can bend under stress. Keeping to the letter of the rules is
Second Chances almost certainly counterproductive to the whole idea of making an
As characters tackle obstacles, they’ll find ones that they can’t engaging story and having fun. To keep a story flowing with a nice
overcome initially. Gamemasters must rely on their judgment to decide dramatic beat, gamemasters might need to bend the rules, such as
whether and when a character may try an action again. For some reducing the significance of a modifier in this situation but not in
actions, such as marksmanship or running, the character may try the another one, or allowing a character to travel a meter or two beyond
action again the next turn, even if she failed. For other actions, such what the movement rules suggest.
as crafting or bluff, failing the roll should have serious consequences,
depending on how bad the failure was. A small difference between Common Difficulties &
the difficulty number and the success total means the character may
try again next round at a higher difficulty. A large difference means Modifiers
that the character has made the situation significantly worse. She You can find the more commonly referenced difficulties listed
will need to spend more time thinking through the problem or find on the Reference Sheet at the back of this book. With these plus the
someone or something to assist her in her endeavor. A large differ- generic difficulties and modifiers described previously, you can run
ence plus a Critical Failure could mean that the character has created just about any adventure. The next several chapters include more,
a disaster. She can’t try that specific task for a long time — perhaps and more detailed, difficulties.
ever. This is especially true with locks and some devices.
CHAPTER VI

• Movement •
What’s in this Chapter Example: A char-
acter with a run-
Getting from here to there by any means – running, swimming, fly- ning Move of 10 and
ing, using a vehicle, you name it – is what this chapter’s all about. without the climbing
skill wants to move
Running quickly up a tree.
The difficulty to cover rapidly a distance on foot is determined by His base climbing
the number of extra movements the character takes. One movement Move is 5. To increase
equals the character’s Move value; two movements equals twice the this to eight meters
Move value, and so on. For each movement beyond the first, add 5 per round means a
to the base difficulty of zero. difficulty of 20 (5 to
climb the tree plus
Example: A character with a Move of 10 who wants to move 20
+10 to increase the
meters in one round has a running difficulty of 5, while a character
movement by one-
who wants to move 40 meters has a difficulty of 15.
half, or three meters,
A character who fails his running roll in the first round covers
of his base climbing
only his Move or may even trip, depending on how badly the player
Move).
missed the roll. See the “Accelerating and Decelerating” section for
details on what happens in subsequent rounds. Additional modi-
fiers can be found in
Swimming the “Example Skill
Difficulties” chapter.
A hero’s swimming Move equals half his normal Move (rounded
up). One movement while swimming equals the swimming Move,
two movements equals twice the swimming Move, and so on. Increas- Jumping
ing this rate likewise increases the base difficulty of 5 by +5 for each A character’s total
movement beyond the first. Thus, the difficulty for a character to leaping distance (ver-
move 2 times his swimming speed is 10 (5 for the base difficulty plus tically and horizon-
5 for the additional movement). tally) from a standing
Without preparation, a character may hold his breath for a number position equals one-
of seconds equal to 5 times a roll of his Physique or stamina. Pre- quarter of his Move in
oxygenating his lungs gives a character a bonus. The maximum any meters (rounded up).
character can hold his breath with preparation is 10 times a roll of The base difficulty is 5
his stamina in seconds, though this requires having the stamina skill. to move this distance,
The bonus should be much less for the average person. and +10 for each addi-
A character who fails his swimming roll begins to drown, taking 1D tional two meters
in damage each round that he misses his roll. Furthermore, difficulty to (vertically and hori-
remain afloat increases by +3 for each round that the character misses zontally) the charac-
the roll. The damage total and the swimming modifier are cumulative ter hopes to cover. If
and the failed rounds need not be consecutive (though they must be there is enough room,
within the same period of time spent in the water). the character may
try running before
Climbing jumping. The character may add 5 to his skill total per round of the
running start, up to a maximum of +10 (two rounds). The character
Characters who have the climbing skill can move up a surface at must have beat the running difficulty in both rounds in order to get
their normal Move (barring adverse environmental factors) with a base the full bonus.
difficulty of 5. Those without such a skill move at half their normal Additional modifiers can be found in the “Example Skill Difficul-
movement rate. Increasing the rate increases the difficulty by +10 for ties” chapter.
each additional one-half of the base climbing Move (rounded up).
Chapter 6 • Page 56
Example: A character with a base walking Move of 10 has
a maximum swimming change of 10 — 2 times his swimming
Movement Difficulty Modifiers Move of 5.
Base Difficulty for Characters: 0 (running); 5 (other movement) Example: A character with a Move of 10 is chasing a thief,
Situation Modifier who just swiped his coin bag. In the first round, he may move
Easy terrain (flat surface, smooth water, up to 20 meters, which has a running difficulty of 5. In the sec-
using a ladder, light breeze, light rain or fog) 0 ond round, he can increase his speed to 40 meters, which has
Moderate terrain (uneven surface, small obstacles, a running difficulty of 15. If, in the second round, the player
choppy water, climbing a tree, strong winds, generates a running total of 20, by the acceleration rules, he may
heavy rain or fog) +5 only move 40 meters, even though his running total meets the
Rough terrain (large but negotiable obstacles, strong undercurrent, difficulty to move 50 meters.
climbing a rough wall, flying near Similarly, if a character does not make a movement roll that
unyielding obstacles such as pillars or trees) +10 would allow him to move at the previous round’s rate, that
Very rough terrain (dense and large obstacles, character automatically slows by 2 times his base Move. In
stormy weather, a few airborne hazards, hail) +15 other words, subtract 2 times the base Move from the current
Hazardous terrain (minefield, narrow walkway, movement rate to get the new movement rate. If this makes
many airborne hazards, large waves, climbing a the current movement zero, then the character stops. If it’s less
smooth surface, complete darkness) +20 than zero, the character trips.
Very hazardous terrain (corridor filled with falling Example: The character chasing the thief increased his
debris and explosions, swimming or flying in speed to a rate of 40 meters per round. To maintain this speed,
a hurricane) +25 or more his player needs to continue generating a total of 15 with the
character’s running skill. If the player gets less than 15, then
his character’s speed drops to 20 meters per round (40 minus
2 times her base Move of 10).

Flying Characters Fatigue


Characters who fly do so at the base rate designated in the Special Keep in mind that most characters cannot move rapidly for long
Ability, spell, miracle, or equipment description. To increase this rate, periods of time. Determine a suitable length of time depending on
use the same rules as for running, except that the character relies on existing conditions, the Physique of the character, and any relevant
the flying skill. Characters may not use this skill unless they have a Special Abilities she has. Any additional fast movement beyond
means of propelling themselves through the air. that predetermined length requires a fatigue modifier of +3 to the
See the “Vehicles and Aerial Characters” section later in this difficulty for each additional round that she continues running. The
chapter for more details on flying movement. modifier is cumulative. Thus, one round beyond the maximum is +3,
two rounds is +6, and so on.
Short Distances The gamemaster may use the fatigue modifier for any repetitive
A character may move up to 50% of his movement rate (swim- action performed for an extended period of time. They can also use it
ming, flying, or base Move) without this counting as an action. Thus, as the modifier to a base difficulty of 5 when using the stamina
a character with a base Move of 10 could move five meters on land or mettle skill in an attempt to overcome the fatigue.
or 2.5 meters in the water with no action penalty.
Other Movement
Maximum Movement Options
Characters may perform only one movement action of each type
per round, unless a Special Ability allows them to do otherwise. The gamemaster may include additional modifiers
Gamemasters may choose to limit the speed at which characters or require an additional related skill roll for any form
may travel to 4 times the Move rate for each type of movement. of movement, depending on surrounding conditions,
such as high winds, numerous obstacles, slick sur-

Accelerating & Decelerating faces, sharp turns, and so on.

When it becomes important to the scenario, such as a race or a


chase scene, the gamemaster may choose to include acceleration and
Vehicles & Aerial
deceleration maximums.
A character may increase or decrease his current movement rate
Characters
Vehicle actions work like normal
by up to 2 times that rate, regardless of whether his movement roll character actions, with some
would allow him to travel a greater distance. The maximum increase additional game mechanics
or decrease is 2 times the character’s base Move for that type of for special situations.
movement.
Movement • Page 57
Much of the information found in this section applies equally
well to flying characters and creatures, particularly the details
on stunts. Stunt Difficulties & Modifiers
See also the “Sailing Ships” sidebar for other modifiers.
Vehicle Movement Difficulty
Vehicles, including those pulled by animals, have five speeds Condition Modifier
of movement: stopped, cautious, cruising, high, and all-out. For All Vehicles
Drivers and pilots of vehicles may make one movement action Docking (water), “parking” in a specific spot (land) +6
per round. Regaining control (in situations other than
• Stopped: The vehicle is motionless. This requires no roll. sideswiping) +15
• Cautious: The vehicle travels at half its Move. This is generally Moving on a straight way 0
a free action requiring no roll, but terrain conditions may increase Sideswiping +10
it from its base difficulty of zero. Easy turn (less than 45 degrees from current direction) +3
• Cruising: The vehicle travels at its Move. This requires an Fast 45-degree turn +6
action, but since it has a base difficulty of zero, the character need Fast 90-degree turn +12
only roll if movement conditions dictate otherwise. Fast 180-degree turn +18
• High: The vehicle travels at twice its Move. This requires a For Water or Magical Vehicles
charioteering or pilotry roll with a base difficulty of 5, modified by Ramming +10
existing conditions. For Land and Water Vehicles
• All-out: The vehicle travels at four times its Move. This Moved or moving over debris +3
requires a charioteering or pilotry roll with a base difficulty of 10, Limited maneuvering or docking area +3
modified by existing conditions.
For Land Vehicles
Vehicles may travel anywhere between half their current speed Off-road +6
and the full current speed at each level. Rapid acceleration and
deceleration are considered stunts and dealt in the next section. For Aerial Characters and Creatures
Use the running rules earlier in this chapter to determine the Unlimited landing area -3
rate at which creatures pulling the vehicle travel. Each vehicle lists Limited landing area +3
the pulling rate for the animal while attached to it. Almost no landing area +6
Rough or unsteady landing area +3 or more
Stunts Climb or dive of 45 degrees or more
from current direction +6 or more
For normal vehicle use or casual flying under ideal conditions,
a character need not make a skill roll. When the conditions turn Terrain Conditions
less than favorable or he decides to attempt a fancy maneuver,
For modifiers due to various terrain or weather conditions, use
his charioteering or pilotry skill plus the vehicle’s Maneuverability
the “Movement Difficulty Modifiers” table.
code or his flying skill determines his success. A character’s animal
handling roll may help (or hinder!) the operation of vehicles pulled Vehicle Familiarity
by creatures.
Use the following table when a character is not familiar with
Rapid acceleration and deceleration also warrant rolls, enhanced
the vehicle she needs to operate. If the character does not have the
by the vehicle’s Maneuverability, to see if the operator maintains
charioteering or pilotry skill at all, these difficulties are in addition
control. These maneuvers have an initial difficulty equal to the
to the untrained modifier.
speed at which the vehicle is traveling, adjusted based on existing
conditions (see the “Stunt Difficulties and Modifiers” chart for Vehicle Type Modifier
some suggestions). A vehicle may reduce or increase movement by Very common or simple (wagon, canoe) +3
two levels in one round. Failing this roll means that the character Common (chariot, carriage) +6
has lost control for one round. If some immovable force doesn’t Moderately common (rowboat) +8
stop the vehicle or character during that round, he may attempt Uncommon (small sailboat) +11
to regain control on the following round. Unusual (large sailing ship) +14
Captains in charged of crews need to make periodic command Rare (vehicle using an uncommon animal) +17
rolls. (See the command entry on page 76 for difficulty suggestions.) Exotic (vehicle from the future) +20
Based on the difference between the difficulty and the roll, the Has a manual or instructions for the vehicle in
crew might help or hinder the pilot’s efforts — and perhaps even a language the character can understand -3
that of the gunners!
For land vehicles, if the character fails the charioteering roll, the
vehicle misses its target, veers to the side, and stops — perhaps
even loses its pulling creatures or topples over if the roll was bad
enough. If the vehicle can still move, the character must then
Chapter 6 • Page 58
spend one round regaining control of the animals and another in Rather than killing the creatures or creatures, an attacker might try
getting the vehicle back where she wants it. Should the character to “spook” it or them. All but the best-trained horses will be spooked
instead succeed, she keeps the vehicle reasonably straight and may by explosions or fire. To spook a creature, a character must have the
try for another stunt on the next turn. means at hand to create such an effect (such as a flintlock pistol or
If a character wishes to perform any other actions in addition to a mystic bolt spell), and must generate an intimidation total against
charioteering. pilotry, or flying, he must make the appropriate skill the creature’s mettle or Charisma. If the intimidation total meets or
rolls for all actions, reduced by the multi-action penalty, regardless beats the creature’s total, the effect spooks the creature.
of the situation. The base difficulty for normal operation becomes 5. With a scared creature, the driver of the vehicle must generate a
Stunts still have their established base difficulties. charioteering or pilotry total (including the Maneuverability) against
a difficulty equal to the animal’s mettle or Charisma total +9 to bring
Ramming & Sideswiping Vehicles it under control. If the driver fails, the creature gallops away at top
Ramming is done with the nose of a vehicle, while sideswiping is speed, towing the vehicle behind it. If the creature is a member of a
done with its side. Only water vehicles or magical conveyances not team, the entire team panics and gallops off. The creature and carriage
requiring animals to pull it may ram. Any vehicle may sideswipe. travel at “panic speed,” a rate equal to 4 times the creature’s Move.
The pilot of a water vehicle that rams another vehicle automatically Each round, the driver can make another charioteering or pilotry
loses all actions the next round, trying to keep the boat from tipping roll to gain control of the creature or creatures. For each round that
or spinning. About the best she can hope for is to limp back to land. the vehicle is traveling at panic speed, it suffers damage as if it had
Both vehicles take damage (the mechanics of this are explained been hit by an attack (equal to 5D on a road or smooth surface,
later in this section) in a successful ram or sideswipe. 6D when on rough ground). Obviously, a panicked team can easily
destroy a carriage.
Targeting the Creatures
If the creature pulling a vehicle is incapacitated or killed, the Vehicle Attacking & Dodging
vehicle is considered to crash at its current speed. (This is also the The base difficulty to hit a vehicle is 10, modified by distance and
case if only one creature in a team is killed or incapacitated.) The game the sizes of the attacker and the defender (using the scale modifier
characteristics for a typical horse are given on page 126. listed in the “Combat Options” chapter). That means a person shooting
a large carriage has a +6 to his attack
total, while a carriage sideswiping
another carriage has no modifier.
Sailing Ships If the driver wishes to fire a
To determine a random wind speed, once per day, roll one Wild Die, taking a Critical Failure weapon, she must make both an Easy
result as a 1 but treating a Critical Success as normal. To get the number of meters per round, charioteering or pilotry roll (modified
subtract 1 from the final value. To find the direction, roll one regular die and compare the by the vehicle’s Maneuverability code)
result to the “Situation” table. and a marksmanship roll. Because she’s
Gamemasters may use these modifiers instead of or in addition to the weather modifiers doing two actions, she also incurs a
listed in the “Movement Difficulty Modifiers” table. multi-action penalty to both rolls. Pas-
Difficulty sengers may shoot with few or no pen-
Result Wind Speed Modifier alties. (Note that these actions would
0 Becalmed* (0–5 kph, 0–0.3 m/round) — not be possible in some vehicles.)
1 Light breeze (6–19 kph, 0.4–1 m/round +5 A character may also attempt
2 Moderate winds (20–38 kph, 1.1–2 m/round) 0 to maneuver the vehicle out of the
3 Strong winds (39–61 kph, 2.1–3.4 m/round) -5 way of incoming projectiles or other
4 Gale** (62–86 kph, 3.5–4.9 m/round) +5 vehicles. Instead of the dodge skill,
5 Storm** (87–116 kph, 5–6.5 m/round) +10–15 the character uses her charioteering or
6 Hurricane** (117 or more kph, pilotry skill plus the vehicle’s Maneu-
or more 6.6 or more m/round) +20 verability code. Use the active partial
or full defense rules for characters to
Result Situation Modifier
determine the new defense total. The
1 Sailing into the wind +15
defense total becomes the new combat
2 Close hauled (wind from 45 degree off bow) +10
difficulty and is in effect until the
3, 4 Reaching (wind from either side of the vessel) 0
character’s turn in the next round.
5 Quartering (wind from 45 degrees off stern) -5
6 Running free (wind from directly behind) -10
*No movement possible.
Vehicle Damage
When a vehicle takes damage from
**Loss of control in a gale, storm, or hurricane indicates travel at all-out speed in direction of
a weapon or another vehicle, it’s the
the wind.
level of destruction that matters. For
this reason, vehicles simply use a dam-
Movement • Page 59
age level system (similar to Wounds), rather than having Body Points.
Use the following guidelines and compare the result to the “Vehicle
& Passenger Damage” chart to figure out the level of damage the Speed Damage Modifier
vehicle has sustained. (Injury to creatures is determined separately Level* Damage
and using the same rules as characters.) Stopped 2D
A vehicle’s damage resistance total equals its Toughness plus Cautious 4D
the value of any armor. Character Points or Fate Points may not be Cruise 6D
spent on this roll. High 8D
With weapons, compare the weapon’s damage total to the target’s All-out, panic speed 10D
damage resistance total. *Level at which the damaged vehicle is traveling.
Modify the damage total of the attacker or the damage resis-
tance total of the target by the scale modifier, as appropriate for Collision Damage Modifier
the situation.
Situation Modifier
When a vehicle collides with something else, decide how fast it
Head-on +3D
was going when it made the collision and modify it based on the cir-
Rear-end, sideswipe -3D
cumstances of the collision. Compare that to the damage resistance
Nose to side 0
total. Should two vehicles be involved, both take damage. See the
Into something very hard 0
sidebar for the speed and collision modifiers.
Into something yielding -1D or more
Note that destroying a vehicle does not necessarily immobilize
the creatures pulling it. Creatures well integrated are trapped, while Note: Modifiers are cumulative. Situation is the one in which
those hitched with a couple of rods in front simply end up pulling the damaged vehicle is.
that part of the vehicle away.

Crew & Passenger Injuries


Depending on how badly damaged the vehicle becomes, the crew
and passengers may be harmed, too. Use the “Passengers Suffer” col- Leaping Out of a Vehicle
umn of the “Vehicle & Passenger Damage” chart as a guideline. Adjust Leaving a land or water vehicle moving at less than 10 kilometers
it based on how much the passengers are exposed (for example, open per hour is a Very Easy acrobatics or Agility roll (or jumping if the
wagons and canoes offer little protection to their cargo). character leaps from the vehicle). Unless the character lands wrong
(by failing the roll), he receives no damage. Oth-
erwise, he takes six points of damage or loses one
Wound level.
Vehicle & Passenger Damage
Damage Total > Vehicle Passengers Repairing a Vehicle
Resistance Total By Damage Suffer ... The difficulty to repair a damaged vehicle
1–3 Very Light No damage depends on the amount of damage and availability
4–8 Light 1/4 damage total of parts and tools. See the crafting skill description
9–12 Heavy 1/2 damage total in the “Example Skill Difficulties” chapter for dif-
13–15 Severe 3/4 damage total ficulty and modifier suggestions.
16+ Destroyed All damage total
Note: All modifiers are cumulative. A vehicle may take an unlimited number of Very Sample Vehicles
Light and Light levels of damage until it receives Heavy damage. At Heavy or above, any See the “Equipment” chapter for sample land
additional level of damage above Very Light bumps the damage to the next level. and water vehicles, their costs, and their game
Very Light: The vehicle’s Maneuverability drops by 1D for this round and the characteristics.
next.
Light: Either the vehicle’s Maneuverability drops by 1D, or top Move speed is
decreased by one level. The drop or modifier remains until repaired.
Heavy: Either the vehicle’s Maneuverability drops by 2D, or top Move speed is
decreased by two levels. The loss or modifier remains until repaired.
Severe: The vehicle is out of control, decelerating by two levels each round until
it comes to a stop or crashes into something.
Destroyed: The vehicle will never operate again.
CHAPTER VII

• Combat •

What’s in this Chapter If the roll is lower than the passive defense value, the character
has succeeded in making himself easier to hit — by miscalculating
This chapter provides an extended description of one of the most where the attack would be placed and actually getting in its way.
rules-intensive aspects of roleplaying: combat. The active defense total is modified as the situation dictates.
When resolving a situation calls for force, time becomes broken
Dodge: The character attempts to anticipate the final location of
into rounds, which were discussed in the “Rounds and Initiative”
an attack from any source and be in another place when it comes.
section of the “Game Basics” chapter. Within these rounds, three
This is done by rolling the dodge skill.
steps occur: (1) generating initiative; (2) attacking and defending; (3)
determining damage; (4) repeating the steps, if necessary. Discover Block/Parry: The character attempts to stop his opponent’s attack
herein what happens in each of those steps. by intercepting it and either stopping it with a block or deflecting it
with a parry. The character may roll his fighting or melee combat (if he
Step 1: Generating Initiative has something in his hands) to block it. If the character uses a sharp
weapon (sword or dagger, for example) to parry an unarmed blow and
As discussed in the “Game Basics” chapter, determine initiative is successful at the block, the attacker takes damage from the weapon.
based on the first significant action or on initiative rolls. Then go on However, do not add the defender’s Physique to the listed weapon
to Step 2. damage score when determining injuries inflicted this way.
If the opponent strikes at the character with a bladed hand weapon
Step 2: Attacking & and the character uses any part of his body to intercept the attack,

Defending the defender always takes the weapon’s damage total. If the block
was successful, then the attacker’s Strength Damage is not added
This is where the interesting stuff happens. The person whose to the listed score. If the block was unsuccessful, then the target
turn it is gets to decide what type of action her character is going to character takes damage as normal. The character may avoid this
do. Once she chooses, she makes a skill roll. aspect by having armor, a special ability, or a suitable close combat
Note that a character need not attempt to engage in combat, but specialization in melee parry.
this chapter only discusses what to do if the player decides to attack,
defend, or do both (typically with a multi-action penalty). Full Defense
A character who foregoes all of her actions for a round to com-
Base Combat Difficulty pletely protect herself from attacks makes a full defense. The total
The base difficulty to attack someone is 10 (called the target’s rolled by the skill plus 10 takes the place of the base combat difficulty
passive defense value) or the target’s active defense value, modified from the time the character makes the full defense on her turn to
by range and other factors. her turn in the next round.
Full active defense value = any active defense skill roll + 10
Active Defense
The target character can opt to use an “active defense,” which
affects all attacks that occur after the defender’s turn in the current
round but before the defender’s turn the next round. Active defenses Vehicle Combat
are defensive maneuvers that the target consciously exercises, such
When characters use vehicles, the basic combat rules are
as dodging, blocking, or parrying. Each of these is represented by a
the same; the difference exists in which skill to use. Vehicles
skill and counts as an action.
cannot block or parry. The driver may only make defensive
A character may make an active defense only when his turn comes
maneuvers (“dodge”); he uses his charioteering or pilotry plus
up in the initiative line, but the total for the roll is effective for all
the vehicle’s Maneuverability rating to determine the new
relevant attacks made against the character that occur after the
combat difficulty. Ramming or sideswiping with a vehicle
character’s current turn but before his turn in the next round.
requires the driver to make a charioteering or pilotry roll (see
Remember: If a character acts later in a round than the character
the “Vehicles and Aerial Characters” section of the “Move-
attempting to hit him, he cannot take his turn sooner and use an
ment” chapter for details).
active defense to replace the passive defense value — his reactions
just weren’t fast enough.
Combat • Page 61
Partial Defense targets, but they cannot themselves do anything else in the round
A character who chooses to do something else in addition to in which they aim. Each consecutive round of uninterrupted aiming
guarding against attacks may take a partial defense. In this case, adds 1D to the character’s marksmanship or throwing skill, up to a
the active defense roll replaces the base combat difficulty from the maximum bonus of +3D.
time the character takes his turn in one round to his turn in the
next round. This total replaces the base combat difficulty even if the Determining Success
result is less than 10. Once the combat difficulty has been determined, the attacker rolls
Partial active defense value = any active defense skill roll the die code in his character’s combat skill and compares the total
to the combat difficulty. If it equals or exceeds the combat difficulty,
Since the character is taking multiple actions, the multi-action the attack hits, probably doing damage or having another effect that
penalty applies. the attacker intended. If it was less than the combat difficulty, then
The gamemaster may call for a partial defense roll (as a free action) the attack misses.
if he decides that the character might have a little awareness of an
impending attack, yet not enough foresight to prepare for it.
Step 3: Determining Damage
Optional Passive Defense Modifier If a character successfully hits his target, he may have done damage
For every 2D in Agility or dodge above 4D (round up), a character to it. To determine the amount of injury caused, roll the damage die
receives a +1 to her passive defense value. This modi-
fier does not affect the character’s active defense
total. Every six ranks in a Skill Bonus or Increased
Attribute Special Ability that affects Agility or dodge
Common Combat Difficulty Modifiers
provides a +1 bonus, as specified for the skill in Range
question. Range Distance to Target Modifier
Example: A character with 4D in Agility gets Point Blank 0–3 meters -5
no bonus, while a character with 7D in acrobatics Short 3 meters to first value* 0
has a +2 bonus. Medium First to second value* +5
Long Second to third value* +10
Combat Difficulty Modifiers *Values refer to values given in the weapon’s range listing.
Here are a few of the most frequently used
modifiers to the combat difficulty. Others are dis- Estimating Ranges
cussed in “Combat Options” chapter. Regardless Gamemasters who aren’t interested in looking up weapon ranges and figur-
of the number of modifiers used, the total combat ing out the distance to the target can estimate what modifiers to use with these
difficulty may never go below 3. guidelines.
The gamemaster rolls the indicated modifier and
 A target within a few steps of the attacker is a Point Blank range.
adds it to the combat situation. A standard modifier
 An attacker firing a long bow at a target across a large chamber shoots at Short
is included in parentheses after the die modifier,
range, while an attacker throws a knife at the same target at Medium range.
should the gamemaster prefer not to roll.
 Most projectile combat taking place outdoors is at Medium to Long range.
Range: The effectiveness of a punch, weapon,
Special Ability, or any other attack made at a dis- Cover
tance depends on its range. All range modifiers are Situation Modifier
added or subtracted from the combat difficulty. Light smoke/fog +1D (+3)
Note that, unless a special maneuver allows oth- Thick smoke/fog +2D (+6)
erwise, characters may use unarmed close combat Very thick smoke/fog +4D (+12)
attacks at Point Blank range only. In most cases, Poor light, twilight +1D (+3)
this is true for using various melee weapons as well, Moonlit night +2D (+6)
though the distance can be increased to Short range Complete darkness +4D (+12)
if the weapon is longer than two meters. For instance, Object hides 25% of target +1D (+3)
a character with a long wooden plank can whack an Object hides 50% of target +2D (+6)
opponent at Point Blank or Short range. Object hides 75% of target +4D (+12)
Cover: When a target is protected by something Object hides 100% of target *
— poor lighting, smoke, fog, a table — it makes her *If cover offers protection, the attacker cannot hit the target directly, but damage
harder to hit. This is represented by a cover modifier, done to the cover might exceed the Armor Value it provides, and, indirectly, damage
which is added to the combat difficulty. the target. Most of the time, the attacker must eliminate the cover before having a
Aiming: Aiming involves careful tracking of the chance to hit the target.
target. Characters may perform it against moving
Chapter 7 • Page 62
code for the weapon, including any modifiers from a special combat Cian: I’m going to take two actions. First, I’ll shoot at one of
action, such as a sweep attack or hit location. Some weapons list their the goblins with my crossbow, and then I’m going to dodge out of
score as a die code with a plus sign (“+”) in front of it; in this case, add the way.
the damage die code to the attacker’s Strength Damage die code, add Gamemaster: Okay, you lose 1D from each action and you don’t
modifiers, and roll. If the gamemaster chooses to use the optional get the full defense bonus, since you’re taking two actions.
damage bonus, this is added to the total at this time. Cian: (Rolls her character’s marksmanship dice.) I rolled a 6 on the
After the player or the gamemaster has figured out how much Wild Die! (Rolls the Wild Die again.) All right, that’s a total of 21!
damage is done, go to the “Damage” chapter to determine how much Gamemaster: You nailed him! Roll damage.
of that damage the target sustained. Cian: (Rolls her crossbow’s damage dice.) I rolled an 18.
Gamemaster: (Using the Wounds system, he rolls the goblin’s
Determining Strength Damage Physique to resist the damage.) Whoops! I rolled a 1 on the Wild Die.
To figure the Strength Damage die code, drop the pips from the That leaves a total of 2. Well, that’s 16 points over the resistance
character’s Physique or lifting die code (but include any relevant Disad- total,. The optional damage bonus adds +2 and brings the total to
vantages or Special Abilities), divide the number by 2, and round up. 18. This definitely puts him at the Dead level! Your crossbow bolt
The Increased Attribute: Physique Special Ability affects the total. catches him right in the chest and he’s thrown backward, landing
with a fail of limbs in the dirt. Okay, now make your dodge roll. (Note
Optional Damage Bonus that if the gamemaster had decided to use the Body Points system, the
merc would not have made a resistance roll, instead taking the full 18
The combat skill roll is supposed to reflect the accuracy of an
points of damage.)
attack. Therefore, gamemasters may reward high rolls for players’
Cian: (Rolls her character’s dodge dice.) Well, I rolled a 13, but
characters and significant gamemaster characters with a bonus to
something tell’s me that’s not going to be high enough, so I’m going
damage. Subtract the difficulty of the successful attack from the
to spend a Character Point.
skill total and divide this number by 5, rounding up. Add this dam-
Gamemaster: Okay, roll another die and add it.
age bonus to the damage total before comparing it to the resistance
Cian: (Rolls one more die.) I rolled a 5, so that’s a total of 18. I’ll
total. If the gamemaster uses the damage bonus in combination with
stick with that.
a called-shot hit location, the bonus is in addition to the damage
Gamemaster: Okay, the goblins get to go now. The one readying
modifier except for attempts on an arm, leg, or hand. In those cases,
his crossbow fires. (Checks range and then rolls the merc’s marksman-
ignore the damage bonus.
ship dice.) That’s a 17.
For Special Abilities and Extranormal skills that require a combat
Cian: I rolled an 18 for my dodge this round. Good thing I spent
roll to target them, the gamemaster may allow the combat roll’s
that Character Point!
damage bonus to apply to the ability’s roll.
Gamemaster: That’s right, so the goblin’s bolt lanced straight

Step 4: Repeat toward you and you just barely manage to jump out of the way. On
to the next one ...
If the fight isn’t finished after one round, then return to Step
1 in the “Combat” chapter and do it all over again. Repeat
these steps until the fight is resolved in favor of one side
or the other.

Combat Summary
You can find a summary of the information in this chapter
on the Reference Sheet included in the back of this book.

Combat Example
To give you an idea of how all this works, here’s a typical
exchange between a player’s character and one of her oppo-
nents.
Gamemaster: Okay, we’re in combat rounds now. Every-
one make a Acumen roll. (All players and the gamemaster roll
their dice.) Anyone roll higher than 20?
Cian: Yeah, I rolled a 23!
Gamemaster: All right, what do you want to do?
Cian: Ah, that depends. What’re the goblins doing?
Gamemaster: As one runs across the street towards
you, another levels his crossbow at you, and a third grabs
a villager.
CHAPTER VIII

• Damage •
What’s in this Chapter
Injury can come from all sides. This chapter describes two methods Miscellaneous Damage
of figuring out how hurt a character is, plus a few sources of damage Here is a small selection of various other harmful things
other than weapons. that players may encounter during their adventures. Gener-
ally, no attack roll is necessary for any of these to affect a
Body Points versus character, though such a roll would be required if a person

Wound Levels could somehow attack with it. The gamemaster determines
what, if any, benefit armor and similar protection provides.
The Body Points system has the advantage of a gradual fall into Some equipment may even increase the damage! Damage is
death and a more rapid healing process. The Wound levels system otherwise determined as per the combat rules.
brings it on faster and is slower to heal. Which the gamemaster Except falling, all damage is done per round of close con-
chooses to use depends on how deadly he wants the game. tact. The gamemaster may decide that certain types in certain
Furthermore, gamemasters should feel free further adjust the situations also affect characters at a distance.
deadliness of their games by giving characters more or less Body
Type Damage
Points or Wound levels, by adding a modifier to the damage resistance
Botulism (severe case) 4D
total, or by adjusting the effects of each Wound level.
Cold (extreme) 1D

Damage & Body Points Nightshade (fatal dose; damage after 1 hour)
Falling
8D+2
1D per
Once the player or gamemaster has her character’s resistance (for fall of 3 meters or more) 1.5 meters
total, subtract the attacker’s damage total from the target’s damage Fire (torch-size) 1D
resistance total and subtract that number from the total Body Points Strong acid
the character has remaining. If the gamemaster chooses, she may (undiluted, any amount) 2D+1
compare the number of Body Points the character has remaining to
the “Wound Level” table to determine what level of injury the defender
sustained and what its effects on the character are. Points or a Fate Point on this roll.
If the damage resistance total is greater than or equal to the damage If the character has no armor or Special Abilities, then the character
total, the defender incurs no injuries (beyond an annoying bruise, a has a damage resistance total of zero, and the player makes no roll.
shallow scrape, a light burn, or dinged protective gear). However, he can still spend Character Points, using them as a base
damage resistance total. Spending a Fate Point allows the player to
Damage Resistance Total roll his character’s Physique. Totals determined from spending points
The damage resistance total equals a roll of the target character’s are adjusted as normal, including negative and positive damage
die codes from armor or Special Abilities (such as Attack Resistance) resistance modifiers.
minus any modifiers from disease, ingested poisons, or other debili-
tating circumstances (such as an appropriate Hindrance). A player Stun Damage
may improve his character’s resistance total by spending Character For weapons that do stun damage, after the damage total is
determined but before applying it, subtract a roll of
the target’s Physique or stamina from the damage total.
If the victim suffers at least one point of damage, that
Damage & Gamemaster’s Characters character goes unconscious for a number of minutes
To reflect the average nonplayer character’s relative unimportance to the equal to the difference between the resistance total and
universe, gamemasters may wish to lower the gamemaster character’s Body the original damage total.
Points or Wounds. For pure cannon fodder any damage over a roll of their
Physique might cause them to keel over, while the main villain and her most
important henchwomen should get the full complement.
Damage & Wound Levels
Once the player or gamemaster has her character’s
resistance total, compare the damage total to a resistance
Chapter 8 • Page 64
total on the “Wound Level” table to determine how much injury the tive terms? It depends on what caused the harm. The following list
defender sustained and what its effects on the character are. supplies some general guidelines for describing what might have
If the damage resistance total is greater than or equal to the damage happened to the character’s body when he was hurt. Use the “Wound
total, the defender incurs no injuries (beyond an annoying bruise, a Levels” chart to decide on the character’s current Wound level.
shallow scrape, a light burn, or dinged protective gear). Stunned: Moderate bruise or minor sprain; laceration; muscle
tear; minor dislocation of joint.
Damage Resistance Total Wounded: Severe abrasion or sprain; deep laceration; torn liga-
The resistance total equals the target character’s Physique plus any ments; major dislocation or minor break.
bonuses from armor or Special Abilities (such as Increased
Attribute: Physique) minus any modifiers from disease,
ingested poisons, or other debilitating circumstances (such as
an appropriate Hindrance). Do not include any Wound level Wound Levels
modifier when attempting to resist damage. A character also Wounds* Body Points†
may improve her resistance by spending Character Points or Damage Total ≥
a Fate Point on this roll. Effect Resistance Total By: Body Points Left
Bruised 0 or less 81% – 99%
Stun Damage Stunned 1–3 60% – 80%
For weapons that do stun damage, after the number of Wounded 4–8 40% – 59%
Wounds have been determined but before applying the level Severely Wounded 4–8** 20% – 39%
modifiers, reduce the weapon’s damage by two Wound levels, Incapacitated 9–12 10% – 19%
with a minimum level of Stunned. The character also goes Mortally Wounded 13–15 1% - 9%
unconscious for a number of minutes equal to the difference Dead 16 or more 0
between the resistance total and the damage total. *Note: Any additional damage less than or equal to the character’s
current level moves the character up by one level.
Unconsciousness & Death **A character moves to the Severely Wounded level if the difference is
between 4 and 8 and she already has the Wounded level.
If the character’s Body Points reach a few points or he
has attained the Mortally Wounded level but the character †Note: This is an optional chart for use with Body Points. The “Body Points
wasn’t instantly killed by massive damage, he is still gravely Left” column is based on the character’s maximum Body Points. Round up
injured and falls unconscious. Every round that he is at this or down so that no overlap exists between levels.
level, his player makes a Physique roll against a difficulty equal Penalties imposed by each level are not cumulative; do not include them
to the number of minutes the character has been Mortally when determining the stun or damage resistance total or any total not
Wounded. involving a skill or attribute.
Sufficient medical aid to bring the character to at least 10% Bruised: Character’s toughness absorbed most or all of the attack.
of his maximum Body Points or restore one Wound level can However, the gamemaster may decide that a result that misses by a few
possibly rescue the imperiled character. If suitable medical aid points against a defender with no protection (natural other otherwise)
is administered within four minutes, the character recovers instead inflicts a Stunned level.
without undue harm. If the medical aid is given within four Stunned: Character either gets -1D for all remaining actions this round
to 10 minutes, the player rolls his character’s Physique or and next round or may only defend or retreat in the next round.
stamina against a difficulty equal to the number of minutes Wounded: Character is at -1D to all actions until healed.
he was Mortally Wounded. If the roll succeeds, the character Severely Wounded: Character is at -2D on all actions until healed.
revives but he loses 1D from all of his skills, though the skill Incapacitated: As a free action before losing consciousness, the
cannot go below the attribute’s die code. If the medical aid is character may try to stay up with a Moderate (15) stamina or mettle
given within 10 to 15 minutes, the player rolls his character’s roll. If he succeeds, he may continue to act, but all actions have a -3D
Physique or stamina against a difficulty equal to the number of penalty. If he fails, he is knocked out for 10D minutes.
minutes he was Mortally Wounded. If the roll succeeds, the Mortally Wounded: The character is near death and knocked
character revives but he loses 2D from all of his skills, though unconscious with no chance to keep up. Roll the character’s Physique
no skill can be reduced below the attribute’s die code. In any each round, the character finally dies if the roll is less than the number
case, should the roll fail, the character dies. of minutes he’s been at this level.
Characters who receive their total Body Points in additional Dead: The character has perished.
damage after reaching zero Body Points cannot be revived (by
Fast Combat Option: Gamemasters who wish to give the players’
normal means, anyway).
characters and their major opponents an edge in battles, make the

Descriptive Damage game more realistic, or simply save themselves trouble should apply
the modifiers in the first round of combat and then reassess the levels
So a character is down by a few Body Points or has a couple after combat is complete.
of Wound levels — so what? What does that mean in descrip-
Damage • Page 65
Severely Wounded: Broken bone; gaping wound; ripped cartilage
and muscle; concussion.
Incapacitated: Multiple fracture; laceration in vital area; heavy Adjusting the Deadliness
concussion. Changing the Body Points system is fairly obvious: More
Mortally Wounded: Above options combined with multiple Body Points lead to longer character life spans, while fewer
internal injuries. points bring about the end quicker. Altering the Wound level
Dead: Broken neck; punctured lung; eviscerated. system is a little more involved and can be handled in a few
These are just a few examples. Really interested gamemasters different ways.
can come up with charts, tables, or detailed descriptions of damage Gamemasters who want to add Wound levels may include
for those players who absolutely must know. The gamemaster may additional versions of the same level, similar to the way
also assign different modifiers than the general ones listed in the Wounded and Severely Wounded are handled currently.
“Wound Levels” sidebar that more appropriately indicate the type Alternatively, they may add additional levels between each
of injury that was suffered. one by spreading out the points currently needed to reach
each level, or even add further point levels between Mortally
Negative Damage Wounded and Dead.
Gamemasters who wish to remove Wound levels may
Resistance Total include the lower limit of a deleted level in the next level
It is possible for the damage resistance total to be a negative up or the upper limit in the next level down. Or they may
number. Spell feedback, poisons, sickness, and Disadvantages can all simply take levels out of the bottom and shift all remaining
contribute negative modifiers that might take the damage resistance levels down.
total below zero. In this case, the character’s body is working against
him, compounding the additional damage done. Gamemasters have
three options for handling this: (1) They may use the negative dam-
age resistance total as a positive bonus to all difficulties until the total add positively to the amount of injury caused. This is a good
character is healed. (2) They may have the negative damage resistance method for simulating gritty adventures, as well as a way of getting
low-level gamemaster’s characters out of the way. (3) Have the dam-
age resistance total equal zero. This last way works best for less than
realistic types of adventures, such as comedic fantasy.

Massive Damage Option


If a character incurs two Wound levels within a single round, not
only do the normal modifiers for the greatest level apply, the char-
acter also can do nothing but defend or run away on the next two
rounds. In either of these rounds, the character may make an Easy
stamina or mettle attempt, as an action, to try to recover from the
blow and shake off the penalty. If this is declared as a multi-action
for the round, then the character takes the multi-action penalty. If
not, and the stamina or mettle roll is successful, the character may
act as normal in the next round.

Killing Blow Option


An attack or series of attacks can cause enough injury that the
target may never recover from the harm except through metaphysi-
cal or other extraordinary or supernatural measures. Called a killing
blow, targets with Body Points must take a damage total equal to
91% of the character’s maximum Body Points in one blow or 100%
of the character’s maximum Body Points in a single round. With
Wound Levels, the killing blow entails a Mortally Wounded result
with one blow or gaining the Dead level in a single round. In either
case, use the damage total after subtracting the damage resistance
total to determine whether the attack delivered a killing blow. When
the target receives a killing blow, he immediately dies.
CHAPTER IX

• Healing •

What’s in this Chapter


There are many different ways that characters can regain their
health. Characters may never get back more than their maximum
number of Body Points or Wounds.

Body Points
Natural Healing
The body heals naturally during the course of the day. The more
rest characters get, the faster their wounds heal. Using the “Body
Points Healing” chart, the character rolls her Physique plus a modi-
fier based on how much rest she’s had that day. A character gets a
modifier of +1D on each full day of rest (sleeping, reading, or other
sedentary activities). If she is involved in light activity, such as walking
or singing, the modifier is zero. However, if most of the day is spent
fighting and running, the modifier is -1D. The character receives the
Body Points back at the beginning of the next day.
Optionally, the gamemaster may require an injured character to
complete a period of rest before making the natural healing roll. Use
the “Rest Period” chart and the character’s Wound level to determine
how long the character needs to wait before attempting the natural
healing roll. The gamemaster then multiplies the result by 3 to figure
out how many Body Points were healed.

Skill
Characters can heal others or themselves with some basic field
procedures for treating wounds. Such attempts don’t require a healer’s the character the listed amount. A character using a healer’s pack
pack. Simply roll healing to help an injured comrade, and find the may add its bonus to the roll.
results on the “Body Points Healing” chart. A successful roll heals A character may only attempt to heal a patient once per day. Other
characters may also try to help the patient, adding their expertise
to the first healer’s.

Body Points Healing Wound Levels


Healing or Physique Body Points
Total Recovered Natural Healing
0 0
A character can heal naturally, but this process is slow. The
1–5 2
character must rest a specified amount of time and then can make
6–10 1D
a natural healing roll: roll the character’s full Physique and find the
11–15 2D
result on the chart related to the character’s current Wound level to
16–20 3D
see if the character heals.
21–25 4D
Healing characters can do virtually nothing but rest. Characters
26–30 5D
who try to work, exercise, or adventure must subtract 1D from their
30+ 6D
Physique when they makes their natural healing roll. Any character
Healing • Page 67
who opts to take it easy and do virtually nothing for twice the neces-
sary time may add 1D to the Physique roll to heal.
Wounds Healing
Natural Skill
Stunned Characters can heal others or themselves with some basic field
A stunned wound is automatically recovered after one minute procedures for treating wounds. Such attempts don’t require a healer’s
(12 rounds) of complete rest. pack. Simply roll healing to treat wounds in the field, and find the
results on the “Assisted Healing” chart.
Wounded A successful roll heals the character up one level: For instance,
Physique Roll Result a successful healing roll on someone who’s Wounded would bring
Critical Failure Character worsens to Severely Wounded. him back to Stunned. A character using a healer’s pack may add its
2–5 Character remains Wounded. bonus to the roll.
6+ Character is fully healed. A character may only attempt to heal a patient once per day. Other
Severely Wounded characters may also try to help the patient, adding their expertise
Physique Roll Result to the first healer’s.
Critical Failure Character worsens to Incapacitated.
2–5 Character remains Severely Wounded.
6+ Character improves to Wounded.
Rest Period
Incapacitated
Level of Wound Rest Period
Physique Roll Result
Stunned* 1 minute
Critical Failure Character worsens to Mortally Wounded.
Wounded 3 days
2–7 Character remains Incapacitated.
Severely Wounded 3 days
8+ Character improves to Severely Wounded.
Incapacitated 2 weeks
Mortally Wounded Mortally Wounded 5 weeks
Physique Roll Result *Those using Body Points should use this level for
Critical Failure Character dies. characters who have no Wound level.
2–7 Character remains Mortally Wounded.
8+ Character improves to Incapacitated. Rest Period Example
A character at the Stunned Wound level may make a
Assisted natural healing roll for Body Points or heal the Stunned
Injury Level Difficulty level once she’s rested for a minute. After recovering,
Stunned, unconscious Easy (10) should the character get to the Stunned level again, the
Wounded, Severely Wounded Moderate (15) character may make another natural healing attempt
Incapacitated Difficult (20) after the minute of rest. However, if the character moves
Mortally Wounded Very Difficult (25) to the Wounded level, she may not make her natural
healing roll until she’s rested for three days.
CHAPTER X

• Combat Options •

What’s in this Chapter Tackle: Tackling is much like grabbing, except that the attacker
seeks to overcome the target entirely. Characters may perform this with
Players sometimes want their characters to do some pretty fancy fighting only. If successful or the target chooses not to struggle, the
maneuvers during combat. This chapter offer guidance with several character captures the target and may, if desired, do normal damage.
common ones. The target, meanwhile, may make no actions other than attempt to
escape (see the escape rules herein). On subsequent rounds, the attacker
Using the Modifiers may choose to do her Strength Damage only (no modifiers).
All modifiers are cumulative, though the gamemaster doesn’t Grab: The attacker physically grasps a target. Few melee weapons
need to include all of them. Modifiers may never adjust the total allow this option, so it is used generally only in fighting attacks. What
combat difficulty below 3. effect this has on the target depends on the type of grab. (The ones
The gamemaster rolls the indicated modifier and adds it to the listed here are choke, flip, hold, slam/throw, and arm pin.) See the escape
combat situation. A standard modifier is included in parentheses after rules in this chapter for details on getting out of grabs. On subsequent
the die modifier, should the gamemaster prefer not to roll. rounds of a grab, the attacker may do his Strength Damage only (no
modifiers except those from Special Abilities or equipment) if he
Fighting & Melee defeats the victim’s escape attempt or if the defender chooses not
to resist. Some grab variations may offer other options.
Combat Options Choke: Ropes and hands can cut off the target’s source of air.
Acrobatic Tricks: Acrobatics can also enhance fighting and melee Damage on the first round equals the character’s Strength Damage
combat attacks. The character must perform the acrobatics trick and plus any modifiers. See the general grab rules for damage on subse-
the attack on the same turn. The gamemaster determines the exact quent rounds.
difficulty of the acrobatics attempt. The player may add one-half of Flip: The character reaches out, grabs his opponent’s wrist, arm,
the difference (rounded up) between the difficulty and the successful leg, or similar body part, and jerks violently, causing the opponent
acrobatics roll to the amount of damage done (not to the combat skill
roll). One acrobatics trick roll can affect one attack only.
All-out: The character attacks with no thought to the
consequences. The target has a better chance of being hit,
but, in that round, the attacker cannot actively defend — or
perform any other action — at all!
Lunge: The character takes a step forward to jab at an
opponent, usually with an edged weapon. This adds about a
half-meter (more or less depending on the stride) to the range
of the attack, but it lowers the effectiveness of the attack.
Knockdown/Push/Trip: Using fighting or a blunt melee
weapon in the usual way, the attacker causes his target to
stumble and, instead of taking damage, the opponent loses
2D from her next Agility or Agility-based skill roll. If this
is a knockdown or trip attempt, she must also spend one
action to stand up again. Generally, unless the character has
special training, he may only knockdown or push a character
whose Physique (including Special Abilities or Disadvantage
modifiers) is equal to or less than his own.
Sweep: These attacks, usually foot sweeps or round-
houses, are used when the character wants to make certain she
hits the target, regardless of how much injury is caused.
Combat Options • Page 69
If the opponent does not resist, the difficulty equals 2 times the
target’s Physique or lifting die code plus the pips plus any relevant
Combat Difficulty Modifiers protection. Failing to beat the breaking difficulty in this case means
Fighting, Melee Combat the target takes damage as in option 1.
Difficulty Damage If the target chooses to resist, she may make no other action in
Option Modifier Modifier the round, but she may move her turn up. Instead, the player rolls
All-out -2D (-6) +1D her character’s Physique or lifting and adds 5 and any relevant protec-
Grab +2D (+6) * tion to the total to generate the breaking difficulty. Failure by the
Lunge +1D (+3) -1D attacker to beat the breaking difficulty in this case means that the
Knockdown, trip +2D (+6) * target escapes and may freely take action on the next round.
Push +1D (+3) * • Option 3. The character may attempt to force the target to the
Sweep -2D (-6) -3D ground while maintaining his hold on the arm. The attacker rolls his
Tackle +1D (+3) * fighting against a submission difficulty.
If the opponent does not resist, the submission difficulty equals 2
Called Shot times her Agility die code, dropping the pips. Failing to beat the breaking
Target is ... difficulty in this case means the target takes damage as in option 1.
10 to 50 centimeters long +1D (+3) * If the target chooses to resist, the opponent may make no other
1 to 10 centimeters long +4D (+12) * action in the round, though she may move her turn up. Instead,
Less than a centimeter long +8D (+24) * the player rolls her character’s Agility and adds 5 and any relevant
modifiers to the total to generate the submission difficulty. Failure by
* See text for options.
the attacker to beat the difficulty in this case means that the target
Other Modifiers escapes and may freely take action on the next round.
• The attacker is blind or blinded: +4D (+12) to the
combat difficulty. Options for Various
• The target is blind or blinded or attacked from behind:
-4D (-12) to the combat difficulty.
Combat Skills
Called Shot
The character chooses a specific target, like a dagger in a thief’s hand,
to fall to the ground. The opponent takes 3D in damage from slam- and aims for that. This is represented by a called-shot modifier, which
ming into the ground and must spend the next round getting to her is added to the combat difficulty. On a successful attack, he knocks the
feet (if she can). item out of the target’s hand, grabs the limb, pins the target to a wall,
Hold: The character does less damage (-3D or more, at the player’s or does +1D (or more, at the gamemaster’s discretion) to the damage.
option, to the damage total), but she has hold of the target with a The exact result depends on the situation and the player’s intent.
successful attack.
Slam/Throw: The character grabs or picks up his opponent and
Breaking Things
hurls him into the ground, a wall, a bus, or another obstacle. Lifting When a character specifically attempts to break something,
the opponent up counts as an action (using the lifting skill), as does compare the skill total with the object’s damage resistance total (its
slamming or throwing the target (which uses the throwing skill). Toughness modified by size, thickness, flaws, supports, etc.). Items
The character must be strong enough to pick his opponent up to that take at least 10 points above their damage resistance total are
use this maneuver. severely damaged, if not destroyed. Items taking less than that are
Once slammed into an object, the target takes the damage score of weakened, and another attempt may be made (with the object having
the object (usually determined by its Toughness, but the gamemaster a reduced damage resistance total and possibly other problems). The
may adjust this) plus the attacker’s Strength Damage. The object being “Object Toughness” table lists some suggested durabilities.
slammed into takes the Strength Damage of the opponent.
Arm Pin: The hero grabs his target’s arm and forces it around
behind her, pinning it there. After the first round, the player has Object Toughness
three choices as to what his character can do. Each option counts
as a separate action. Object Construction Toughness
Flimsy (thin wooden door, thatch) 1D
• Option 1. The character does his Strength Damage only for each
Tough (hard wooden door, most swords) 2D
round he has the arm pinned.
Sturdy (brick wall) 3D
• Option 2. The character tries to break the opponent’s arm. Very sturdy (main castle gate) 4D
The attacker must make a successful Physique or lifting roll versus a Reinforced (outer castle walls) 6D
breaking difficulty.
Chapter 10 • Page 70
Disarm
If the disarm attempt is successful and the target character Hit Location
has not made an action yet, she may move up her action to try
and keep a grip on the item she’s holding. The defending character Modifiers
makes a Physique or lifting roll against the amount of damage Difficulty Damage
done. If the defender’s roll is greater than the damage, the target Option Modifier Modifier
character retains the item. If it is less than or equal to the dam- Head +1D (+5) +12
age, she drops it. Heart +4D (+15) +12
Chest, abdomen 0 0
Entangle Left or right arm +1D (+5) -2
A hero throws an entangling weapon at her opponent. On a Left or right leg +1D (+5) -1
successful marksmanship or throwing roll (as appropriate), the end Left or right hand +4D (+15) -2
of the weapon wraps itself around the target. Unless the weapon
is spiked or enhanced in some other way, it does no damage, but it Effects
prevents the target from doing any action except for trying to break At the gamemaster’s discretion, sufficient damage to a particular
free. The target may escape by snapping the bonds or slipping free, hit location can affect the target’s ability to use that part. Except
each of which counts as an action. To break the weapon, he must for blows to the chest, the modifier lasts until the character heals
make a Physique or lifting roll that meets or beats the damage total that portion (which typically takes a few days, as Body Points or
of the weapon. To slip free, he needs to roll an Agility or acrobatics Wounds are recovered for the body as a whole, not just a specific
total equal to or higher than the weapon’s damage total. part). When the medicine skill or a healing spell or miracle is applied,
it can be specified to repair one particular location.
Escape Hit location modifiers are in addition to Wound level modifiers.
If you are using them instead of the Wound level modifiers, then
To break free from any hold, the character must make a suc-
all -1 modifiers increase to -1D modifiers.
cessful opposed Physique or lifting roll versus the holder’s Physique
or lifting. This counts as an action. Chest: The character can do no more than passively defend in
the next round.
Group Attack Foot or leg: -1 to all acrobatics, stealth, movement, and initia-
tive totals.
This is a coordinated action. See the description of the command
Hand or arm: -1 to all acrobatics, fighting, climbing, melee combat,
skill in the “Example Skill Difficulties” chapter for details.
marksmanship, sleight of hand, throwing, lifting, and any other rolls
involving the hand or arm.
Hit Location Head: -1 to all Intellect, Acumen, and initiative totals.
Hit locations are a special kind of called shot that allows a
character to shoot or strike a specific point on his target’s body.
The table is used to determine the modifiers for hitting a target of
Human proportions in different areas of his body. Note that aiming
at an arm or leg actually causes less damage — this is because the Prone & Crouching
character took extra care to shoot an area that is “less vital.” Attacking a target that is crouched on the ground adds 1D (3) to
the combat difficulty. If the target is moving while crouching, then the
Knockout combat difficulty increases by +2D (+6), but the defending character’s
This option does only half of the normal damage, but it can normal Move, free Move, or running roll is halved.
render the target immediately unconscious with a successful For prone targets, subtract 2D (6) from the combat difficulty when
attack. It requires a successful called shot to the head. If, after the attacking at Point Blank or Short range, but add 2D (6) to combat
resistance total has been subtracted, the target sustains at least difficulty when attacking at Medium or Long range.
two Wound levels or 50% of his maximum Body Points in damage, Characters who willingly get low to the ground or make themselves
then he falls unconscious for a number of hours equal to difference small may get into and out of the position as a free action. However,
between the combat skill total and the combat difficulty or until character forced into that position, such as a result of being thrown,
he’s awoken by some external force, whichever comes first. The need to make an effort to stand, which counts as an action.
target receives only half the Wound levels or Body Point damage
inflicted (round down). Quick Draw
This option allows the character to act rapidly or draw and shoot
Multiple Weapons a weapon in the same round as one action. The character may use
Weapons that characters can use with one hand and in either any combat skill or appropriate specialization. If she is also using a
hand, such as daggers, may be employed at the same time in the weapon, it must be suitable for quick drawing (a bow and arrow, a
same round. The character incurs a multi-action penalty. loaded musket, a dagger, a rock).
Combat Options • Page 71
Before initiative is rolled, the player must announce that she
intends for her character to draw her weapon quickly. The player
may then take some of the skill dice and add them to the Acumen die
code for purposes of increasing initiative for that round only. The
player must leave at least 1D in her skill. If the character wants to
make multiple attacks, she subtracts 1D for each attack beyond the
first from the number of dice in the skill she’s using before the player
moves dice around. She does not take a penalty for the draw.
All attacks by the hero in the same round must be made with the
same skill, though the results are determined differently and they
all occur at the same die code because the multi-action penalty was
already figured in.
Example: A ranger wants to strike with his daggers at an evil
sorceress before the villain can cast a spell. The ranger has 4D in
Acumen and 8D in throwing. He may take up to 7D and add it to his Example: An adventuring Centaur wanders into a cave where
Acumen die code to determine initiative. The ranger, however, wants several rats teasing ... something. The rats have a scale value of 9,
to throw two daggers. After subtracting 1D for the extra attack, he but are smaller than a Human. With the Centaur’s scale value of 3
now has 7D in the skill, which allows him to add up to 6D to the ini- larger than a Human, the scale modifier is 12 (3 + 9). Because the rat
tiative roll. He decides to move only 3D. This gives him 7D in Acumen is smaller than the adventurer, each rat gets a +12 to its fighting roll,
to determine initiative and 4D in throwing. Now both the hero and while the adventurer gets a +12 to his damage resistance total. When
the villain make their initiative rolls. the Centaur attacks a rat, the scale modifier is added to his combat
Once initiative is determined, at the character’s turn in the round, difficulty and to his damage total, if he manages to stab it.
he uses the remaining dice in the skill to determine his accuracy. In some cases, the object may be large but lightly constructed
(such as a hot air balloon). At these times, the gamemaster should
Ready a Weapon not add the scale modifier to the damage resistance total.
Typically, a weapon’s scale when determining how much damage it
It takes one action per item to unsheathe a knife, ready a bow
does is the same as the person holding it or the thing it’s mounted on.
for the first shot, or something similar. (Some weapons, such as a
So, a sword has a scale value of 0, while an elephant’s tusk has a scale
crossbow or a very long weapon, take longer.) Although this generally
of 10. These would differ if someone targeted just the weapon.
does not require a skill roll, the gamemaster may require one related
to the weapon in question for particularly stressful situations. Addi-
tionally, drawing and using the weapon in the same round incurs a
Surprise
multi-action penalty. The gamemaster may add further modifiers for A hero who surprises her opponent may either act first in the round
attempting to get out an item from a restrictive location or ready an (if initiative hasn’t already been determined) or gain a +1D to her
unwieldy weapon. action. Attacks from behind, an ambush, or unexpected sources (such
as a companion) make up the most
Scale common sources of surprise.
Occasionally, objects of vastly different sizes get Scale Unwieldy Weapon
involved in fights. The scale modifier accounts for the
Example Participant Size Value Melee weapons longer than 60
fact that bigger items are easier to hit, and usually can
Eight-story castle 24 centimeters, objects that are hard
take more damage, than smaller ones. Use the accompa-
War galley 21 to throw or grasp, ones relying on
nying chart as a guide for determining the appropriate
Four-story building 20 technology with which the user is
value for the two combat participants. Gamemasters
Two-story building 14 unfamiliar, or any weapons other-
may further subdivide between levels.
Longship 12 wise difficult to wield may incur a
If both opponents are either larger than or equal to a
One-story building 10 +5 or more modifier to the combat
Human or smaller than or equal to a Human, subtract the
Elephant 8 difficulty. Similarly, a character may
larger number from the smaller one to calculate the scale
Large carriage 6 use a two-handed weapon with one
modifier. If one opponent is smaller than a Human while
Horse 3 hand if she can lift the weapon with
the other is larger, then add together the two values.
Average Human 0 one hand, though she receives the
For most cases, use these rules: If the attacker is
Human child 3 unwieldy weapon modifier. The
larger than the defender, then the scale modifier is
Small keg, house cat 6 gamemaster may decide that such
added to the combat difficulty (the defender’s defense
Rat 9 factors as experience, strength,
value) and the damage total. If the attacker is smaller
Mouse 12 and features of the weapon (such
than the defender, then the scale modifier is added
Coin 15 as a well-balanced sword) lower
to the attacker’s combat skill total and the defender’s
Ant 21 this modifier.
damage resistance total.
CHAPTER XI

• Example Skill
Difficulties •
What’s in this Chapter
The “Character Basics” chapter provided brief descriptions of each Information Difficulties
skill (and you will need to return to that chapter if you need a refresher). Amount of Information Difficulty
When the generic difficulties aren’t enough, look up various skills in Basic or common information;
this chapter to get even more ideas on the challenge level for using unconfirmed rumors 5
those skills in common situations. Of course, not every possibility Theories; generalities 10
has been covered, but this provides a terrific foundation. Complex concepts;
moderately detailed information 15
Using the Difficulties & Professional level; extensive

Modifiers (though not complete) information


Cutting-edge topics; extensive information,
20

Unless otherwise stated, the listed modifiers are to the difficulty. including peripheral details and extrapolations 30
The minimum difficulty is 1. Modifiers may be cumulative, depend- Condition Modifier
ing on the situation — the tenser they are, the more important the Age of information (per century in the past) +5
minutia become. Closely guarded secret +15
The associated attributed is listed after the skill name.

Extranormal Skills
Descriptions and difficulties for Extranormal skills are found in amount and type of information collected or recollected). Realize that
their own chapters. the less well-defined the skill is, the less information the character
knows or finds.
Combat Skills (Agility, One high roll in any of these skills does not necessarily make the
character an expert in that field. The roll represents only what the
Coordination) character recalls at the time. A high roll could reveal a specific detail
Skills covered: fighting, dodge, marksmanship, melee combat, of the information sought, as well as some hints for discovering more
throwing of what the character seeks.
Difficulties for these skills are included in the “Combat” chapter. Characters may be assumed to have a general knowledge of their
For throwing, see also that skill’s entry in this chapter. home country, culture, and era, including basic geography, famous
people, and common etiquette.
Information Skills Interaction Skills (Charisma)
(Intellect) Skills covered: bluff, charm, intimidation, persuasion
Skills covered: cultures, devices, scholar, trading Characters use one of several Charisma-based skills to influence
The Intellect attribute assists characters in finding out how much other people that they meet. The typical difficulty is 10, modified
they know about a certain field, modified depending on the situation. based on the dispositions of the characters involved, but a game-
For this reason, one chart of general difficulties can serve most uses master may base it on a skill roll. See the “Mental Defenses” section
of Intellect, trading, and scholar, some uses of devices, and investigation for more information on this; suggested difficulty modifiers are
attempts involving researching a topic. listed below.
Gamemasters can employ the “Information Difficulties” chart in Die rolls alone should not determine interactions between player
one of two ways: by picking a difficulty based on what the character and gamemaster characters. Gamemasters should have their players
seeks or wants to recall, or by comparing the skill total rolled to detail what their characters say and do to before rolling the dice. The
the difficulties (whichever level the character meets or beats is the better the player acts the role of his character, the greater his chance
Example Skill Difficulties • Page 73
of success should be, which gamemasters can reflect by allowing up
to a +1D modifier to the skill roll.
See also the individual entries in this chapter for bluff, charm (listed Observation Difficulties
with bluff), intimidation (also listed with bluff), and persuasion. Situation Difficulty
Noticing obvious, generic facts; casual glance 5
Mental Defenses Noticing obvious details (ex. number of people) 10
In general, the resistance difficulty for any interaction skill equals Noticing a few less obvious details
10. The target cannot actively resist unless he knows that a psychic (ex., gist of conversation) 15
or interaction skill is being used on him by another character. If the Spotting a few specific details
gamemaster decides that the target suspects but does not know for (ex., identities of individuals) 20
certain that someone is attempting to influence him, the gamemaster Spotting a few obscure details
may allow the character to take an action earlier than his turn in the (ex., specifics of conversation) 25
round and roll his mettle or Charisma to generate a new resistance Noticing many obscure details 30 or more
difficulty. Should the character decide to actively defend against
mental intrusion or personal interaction, he may devote all of his
actions for the round to that task and roll his mettle or Charisma, acters are actively eavesdropping, searching, tracking, or performing
adding +10 to the score to get the new resistance difficulty. However a similar activity (and thus using the search or tracking skills), this
the interaction resistance difficulty is determined, gamemasters may passive observance of a scene does not count as an action. Use this
further modify the number as the situation warrants (such as stress, chart as a guideline for how much the character notices. If the skill
surprise, or character relationship). total meets or beats the difficulty, the character gains that much
information.
Observation Skills (Acumen)
Skills covered: search, tracking Charioteering, Pilotry
Gamemasters can rely on these difficulties for situations involving
the gathering of information. They can be used as difficulties to beat (Coordination)
or as a means of reading the results of a dice toss. See the “Movement” chapter for details on using these skills.
To see if a character notices details of a scene or situation, the
gamemaster may have the player make a Acumen roll. Unless the char- Bluff, Charm, Intimidation
(Charisma)
Bluff, charm, and intimidation can enhance a character’s attacks
Interaction Modifiers and defenses. The player adds one-half of the difference (positive or
Situation Modifier negative) between the difficulty and the bluff, charm, or intimidation
Target is friendly or trusting -5 roll to any one attack or defense attempt (not both) made at Point
Target is neutral toward character Blank or Short range. The character must use the benefit from scaring
or of equal standing 0 (intimidation), tricking (bluff), or seducing (charm) the target on the
Target is hostile or has superior standing +5 same turn as or on the round after the interaction endeavor.
Target is an enemy +10 The user’s appearance and demeanor can also affect bluff, charm,
Target is in weakened position -10 or intimidation attempts. The more threatening the character looks or
Request is something target would do seems, the less effective charm and bluff actions are, while intimida-
anyway or target feels is of minor importance 0 tion attempts are more effective. Use the “Generic Modifiers” table
Request is illegal or highly dangerous +10 in the “Game Basics” chapter to decide how much the appearance
Target is on guard or actively resisting* +10 and demeanor affect the target, if a Disadvantage or Special Ability
doesn’t already provide one.
*Do not include this modifier if you are using the active mental See also “Interaction Skills” for other difficulties and modifiers
defense described in the “Mental Defenses” section. for these skills.
Interrogation Modifiers
Target ... Modifier
Flying (Agility),
Feels information is unimportant
Feels information is of minor importance
-10
0
Running, Swimming
Feels information is important +5 (Physique)
Feels information is very important +10 Difficulties for these skills
Would rather die than reveal information +10 or are included in the “Movement”
more chapter.
Chapter 11 • Page 74
Hide (Acumen), Situation
One or two common, basic words
Modifier
-5
Stealth (Agility) Has a translating aid (book, hand signals)*
Different dialect of own language
-5
0
The difficulty for a hide or stealth attempt is usually the opponent’s
Language is derived from common root language
Acumen, search (for hide), or tracking (for stealth), either as a die roll
(speech or alphabet) (ex., two Humans from different
(if the opponent is actively trying to find the object or person) or
parts of the same world understanding each other) +5
as a derived value equal to the number in front of the “D” in the
Completely foreign language (speech or alphabet)
opponent’s attribute or skill times 2 and add the pips. For a straight
(ex., Dwarvish has nothing to do with Elvish) +10
value, use 6.
Obscure language; reading lips +15
Gamemasters may also opt to add a small creature or item’s scale
Language is unique to an uncontacted culture,
value to the difficulty, or subtract a large creature or item’s scale
from a dead culture, or unpronounceable
value to it.
by the character trying to understand +20
Difficulty Language includes many concepts nearly beyond
Condition Modifier the character’s understanding or experience +25
Heavy rain or snow -3
*Translation aids might provide their own bonuses, which are used
Dawn, dusk, fog, many trees, large crowd, etc. -2
instead of this.
Night -5
Inattentive observer -5 Roll >
Dense concealment (thick jungle, Difficulty Comprehension Level
crowd of people in costume) -5 0–2 Gist of idea; most words understood or conveyed
Many distractions (party, parade, combat) -5 properly; word usage seems stilted
Attentive observer +6 3–6 Literal translation; slang expressed/translated
Open terrain +6 incorrectly
Good lighting +6 7+ Subtle connotations
Several observers +9 A character can also use the reading/writing skill to create forgeries.
The artist skill might act as a complementary skill in such instances
Reading/Writing, Speaking as reproducing illuminated manuscripts. Reduce the amount of time
spent on making a particular forgery if the character has repeatedly
(Intellect) succeeded at making similar items in the past.
Because the ability to read in the typical fantasy setting is so
uncommon, the ability to communicate falls under two skills: read-
ing/writing and speaking. They both use the same charts, but they
relate to two different methods of communicating.
First, determine what the character wants to express or understand
and how closely the language in which she wants to express it is to
her native tongue. Then, compare the difference between the skill
roll and the difficulty to decide how close she came. Characters with a
specialization in the language they are using who succeed at the skill
roll receive a +3 bonus to determining the comprehension level.
Gamemasters may provide a small bonus to characters with a
specialization of a particular language in one skill when they attempt
to use the other skill for that language. For instance, a character with
a reading/writing specialization +1D in Elvish and no experience in
speaking could gain a bonus of +1 to attempting to say something
in Elvish.
The character must have the appropriate skill to use a transla-
tion aid. For example, a book cannot help a character attempting
to speak a language unless that character happens to also have the
reading/writing skill.
Idea is ... Difficulty
Very simple, consisting of a short phrase 3
Simple; no slang; children’s story 7
Of average complexity; common bard’s tales 12
Complex; slang involved; epic sagas 18
Very complex; technical jargon involved;
academic writing 24
Example Skill Difficulties • Page 75
Forger Maneuver Difficulty
Item Forged Difficulty Somersault; pirouette 5
Unofficial note or correspondence 6 Handspring; cartwheel; handstand 10
Time required: 10 minutes or more Swing over a obstacle 10
Signature 12 Round-off; backflip 15
Time required: 5 minutes Vaulting over an obstacle 15
Official document (decree from a king with seal) 18 Bouncing off a surface to reach a specific destination 20
Time required: 20 minutes or more Walking up a wall* 30
Familiarity with Item Modifier *The character may “walk” a maximum of her Move in one round; she
Intimately familiar or has sample -10 must have a flat surface to stop on at the end of her turn or she falls and
Somewhat familiar; has seen it quite often -5 takes damage from the fall.
Slightly familiar 0 Condition Modifier
Have only had it described +5 Flat surface to flat surface 0
Guessing blindly +15 Unlimited landing area -3
Forgery Inspector Limited landing area +3
Familiarity with Item Forged Difficulty Almost no landing area +6
Intimately familiar 6 Rough or unsteady landing area +3 or more
Moderately familiar 12 High surface to low surface +3
Unfamiliar 18 Low surface to high surface +6
Completely unfamiliar 24 Slippery surface +3
Situation Modifier Strong wind +3
Have sample -5 Add a twist of the body (per twist) +3
Item poorly forged* 0 Performing the maneuver underwater or backwards +3
Item well forged* +5 Performing the maneuver in the air
Item superiorly forged* +10 (such as on a trapeze or bars) +9
Performing the maneuver on a narrow surface +6
*The gamemaster may add the number of points above the forging diffi-
culty to the inspector’s difficulty instead of using one of these modifiers. Note: Characters may combine one or more maneuvers in the same
action. In this case, use the difficulty of the most challenging maneuver,
Scholar, Trading (Intellect) add 3 for each additional maneuver (up to five additional maneuvers),
and include modifiers as if the complex stunt was one maneuver.
See the “Information Skills” for difficulties and modifiers related
to using this skill.
Animal Handling (Charisma)
Acrobatics (Agility) When attempting to get an animal to do a trick, the character
must also roll against its mettle roll (the gamemaster generates this).
Using acrobatics can also improve many of a character’s climbing, Examples of tricks include rolling over, getting into a cage, jumping
jumping, and running attempts. The gamemaster determines the dif- up, and obeying commands. The character’s animal handling total may
ficulty of the acrobatics stunt. One-half of the difference (rounded up) be modified by the attitude of the animal toward the character. The
between the difficulty and the acrobatics roll is added to the comple- success of tricks are determined by a roll of the animal’s attributes
mentary skill. The acrobatics attempt and the climbing, jumping, or or skills.
running try must be done on the same turn.
Animal’s Attitude toward Character Skill Modifier
Instead of adding a modifier to the running or swimming difficulty
Friendly or trusting +5
for particularly challenging obstacle courses, the gamemaster may
Neutral 0
have the hero make an acrobatics roll in addition to a running or
Hostile -5
swimming roll.
Acrobatics can make a character appear more intimidating. The Mettle >
player may add one-half of the difference (rounded up) between Animal
the difficulty and the successful acrobatics roll to her intimidation Handling Result
attempt. The intimidating attempt may be made on the same turn 1–2 Animal looks at the handler in a confused way.
as the acrobatics roll or on the next round. 3–6 Animal lies down for one round.
During a fall, acrobatics may be used to reduce bodily harm. If the 7–11 Animal lies down for two rounds.
character has not already used his turn for the round, he may rely on 12+ Animal snaps at the handler; if hit, the beast will
acrobatics in an attempt to land properly. The character generates an attack the handler until subdued.
acrobatics total. For every five points over the base difficulty number
of 10, the hero reduces the damage total by one point, in addition Artist (Acumen)
to a base reduction of one point. The damage total, however, cannot The time needed to create a work of art depends on the quality
be lower than zero. and complexity of a piece. A simple amateur piece may only take a
Chapter 11 • Page 76
few minutes, while a complex, prize-winning endeavor could require Difficult; requires high degree of precision 17
weeks or months. Characters may also use this skill to judge works Requires much effort or extreme precision 22
of art created by others and detect fake artistic pieces. The higher Requires care and thoughtfulness, or exacting precision 28
the total is above the creation total for the piece, the more informa- Team Modifier
tion the judge knows about it (such as flaws, alterations, its creator, All members willing to follow leader’s orders
and the like). no matter what -20
Quality of Piece Difficulty All members willing to sacrifice life for others -15
Amateur 9 Trained together frequently to work as unit -10
Professional 15 Trained together briefly to work as unit -5
Emotionally moving 18 Work together regularly, or willing to work together 0
Prize-winning 24 Worked together on a few occasions +5
Complexity of Piece Modifier Seldom work together +10
Simple; has one or two parts -5 Never worked together before, or more than
Moderate; has a few parts 0 half of the members hate each other +15
Complex; has many parts +10 No interest in working together; all members
despise each other; or members can’t communicate

Climbing (Agility) with each other +20

Difficulties for this skill are included in the “Movement” chapter.


Note that taking care in climbing and carrying 50% or more of the
Contortion (Agility)
The chart below contains sample difficulty numbers for escaping
character’s body weight slows the character down by two meters or
from various kinds of restraints. Modify the difficulty based on the
more per round.
circumstances of the escape, such as the conditions the character
Condition Modifier works under or specially designed restraints. The character may not
Taking care in climbing -5 use this skill if completely immobilized. If in multiple restraints, the
Less than a 90-degree angle -3 character must make a separate roll for each one. A Critical Failure
Less than a 60-degree angle -6 indicates that the character has pulled a muscle (and he does his
Less than a 45-degree angle -9 Strength Damage to himself). The gamemaster decides whether he
Prepared for climbing -6 may try again.
Carrying 25% of body weight +3 Note that this skill does not substitute for the lockpicking skill.
Carrying 50% of body weight +6 The character may be able to pull his arms over his head to use his
Carrying 100% of body weight +15 hands, but he may not be able to slip out of the shackles unless they
Many handholds -10 are improperly secured.

Command (Charisma) Sample Restraints


Ropes
Difficulty
13
The command skill governs the act of convincing individuals to Wires, chain 15
comply with specific directions, as well as maintaining morale dur- Shackles 16
ing group undertakings (such as combat or building large pieces of
equipment). This skill is typically used only with the gamemaster’s
characters, though it can be sometimes attempted with the players’
Crafting (Acumen)
The base difficulty to fix or modify any weapon, armor, other
characters (such situations should be roleplayed first, with a bonus
equipment, or vehicle is 10. The amount of damage sustained, the
or penalty to the command roll based on how well the group partici-
character’s familiarity with the item, availability of parts, and com-
pated in the activity together). A high command roll can complement
plexity of the task can modify the difficulty. The gamemaster may
individual participants’ rolls in a group activity, while a low command
require a separate devices roll to determine whether the character
roll can impose negative modifiers. It generally requires at least one
can figure out how to repair an unknown item. Destroyed parts must
round of planning to perform effectively.
be replaced, which raises the difficulty. Additionally, if a character
Characters can use this skill to combine their attacks. One person
rushes the job, not only is there an increased chance of failure, but
is designated the leader and makes the command roll. If successful,
the item could also break again soon after its next use.
everyone goes on the leader’s initiative. Participants make their
A gamemaster may allow a complementary use of artist to improve
attacks with the hit location modifier (to reflect that they’re aiming
the quality of the item.
for a designated location), but the target resists the combined total
of all damage done it. If the command roll fails, determine initiative Situation Modifier
and actions individually. Light repairs/modifications 0
Heavy repairs/modifications +5
Complexity Difficulty
Extensive repairs/modifications +10 or more
Uncomplicated; imprecise 3
Previously built or modified the item;
Easy; minimal precision required 7
intimately familiar with item -10
Requires effort or precision 12
Example Skill Difficulties • Page 77
Roll >
Difficulty Result
0–2 Basic idea of what the device can do, but not
how to operate it.
3–6 Basic idea of what the device can do and how
to operate it; may add the result points bonus
to using the device on the next round if the
character does not have an appropriate skill
to use the device.
7–11 Previous result and may add the result points
bonus to a crafting attempt on the device, if
proper tools and materials are available.
12+ Previous two results and can design a similar
device, if proper resources are available.

Disguise (Acumen)
A character’s skill total in creating the disguise serves two
related purposes. First, the higher the roll, the less likely an
observer will be to question the disguise. Second, the total
becomes the difficulty number for Acumen or investigation
efforts to see through it. If the investigation check is higher
Has item’s designs -5 than the disguise total, the disguise has been penetrated.
Common item 0 If at any time while the character is disguised she performs an
Has seen but not used item +5 action inconsistent with the disguise, any observer has a chance to
Has never seen item +10 see through it.
All parts available 0 Although one character may use disguise on another character, the
Some parts available +10 disguised character must actively work at keeping up the disguise
No parts available +20 using her own disguise skill or Acumen.
Correct tools* 0 Condition Modifier
Makeshift tools +15 Specific person +15
*Tool kits might provide their own bonuses, which are used instead Other sex +6
of this. Different race or species +3
Great age difference +3
Devices (Intellect) Much larger build
Much smaller build
+5
+10
The devices skill allows the character how to use a strange new Resembles the disguise already -5
piece of equipment. In some cases, no matter how familiar the item Using skill on another character +6
is to a character, the item may be of such complexity (such as some Using skill unaided +3
gnomish works) that the gamemaster always requires a roll.
Characters who want to create new items must first makes blue-
prints or design instructions for them, using this skill. The more Gambling (Acumen)
complex the piece, the higher the difficulty and the longer it takes Gambling doesn’t affect games that are purely random, but does
to determine the correct design. influence games with an element of strategy, like poker. All characters
The base difficulty is 10. make opposed gambling rolls, without spending Character or Fate Points,
and the highest roll wins. A character may cheat by using Character or
Complexity of Device Modifier
Fate Points on the roll, and the gamemaster may give bonuses to rolls
Simple 0
for people looking for a cheater or helping the cheater. The gamemaster
Average +4
should consider as many “angles” as possible when using the gambling
Complex +7
skill, and add these as modifiers to one or more participants’ rolls.
Prototype +10

Healing (Intellect)
From a culture with a lower technological level -5
From a culture with a much higher
technological level +10 For game mechanics on using healing to treat damage, see the
Consists of many complex parts +5 “Healing” chapter. Remember that the typical fantasy setting doesn’t
Consists of hundreds of complex parts +10 have the same access to medical procedures as they do in modern
Has a manual for the device in a language times. However, folk lore remedies seemed to work much better
the character can understand -3 than in other genres.
Chapter 11 • Page 78
Medical Diagnosing 3–6 Precise information about situation (probable
Action Difficulty manufacturing origin of evidence, small details
Determine existence of disease or injury 7 about items in room).
Time required: 1 round 7–11 Previous results plus how all items in an area were
Determine toxicity of substance 7 put to use.
Time required: 1 minute 12+ Reconstruction of events from the evidence.
Determine type of disease, toxin, or injury 12
Time required: 1 minute
Determine medicine, procedure, or antidote required 18
Jumping (Agility)
Difficulties for this skill are included in the “Movement” chap-
Time required: 1 round to 1 hour
ter.
Determine cause 24
Time required: 1 day to 1 week Condition Modifier
Flat surface to flat surface 0
Investigation (Acumen) Unlimited landing area
Limited landing area
-5
+5
When used to research a topic, a separate roll must be made for Almost no landing area +10
each source checked. Rough, slick, or unsteady landing area +3 or more
Situation Difficulty Uphill (more than 30 degrees) +6
Common knowledge 7 Carrying 50% of own weight +6
Requires searching through several sources; Carrying 75% of own weight +9
introductory theories 12 Carrying 100% of own weight +12
Sources are of varying reliability; cutting-edge
information; specific information about
harmless individual or event 18
Know-how (Acumen)
To use this skill to help with an activity covered by another skill
Esoteric information; specific information
(which the character does not have), the character spends the round
about dangerous individual or event 24
before examining the situation, performing no other actions, and
Condition Modifier making a roll of this skill versus the difficulty set for the action. The
Information closely guarded +5 character gets neither the unskilled modifier nor the preparing modi-
Character unsure of information sought +5 fier. Within the next 30 seconds (six rounds), the character may add
Character knows exactly what information the difference between the difficulty and the know-how skill roll to
is sought -5 total roll for the attribute dictated by the actual skill required. The
When used to figure out clues from a scene, the base difficulty is character may not use this skill in place of a skill she already has. The
10. The character must use search first to find the clues or evidence gamemaster may limit the number of times per hour this skill may
(or have them pointed out); investigation helps the character figure be used on the same action.
out what they mean.
Situation Modifier Lifting (Physique)
Information about subject/event is sketchy +15 At the gamemaster’s discretion, a player may make a lifting check
Information about subject/event is extensive -15 when his character first picks up an object. (Generally, if the object’s
Evidence is fairly clear; many clues; weight would give it a difficulty equal to or greater than one-half of
familiar objects with expected use -6 or more the character’s lifting, rounded up, or the object is being lifted hastily
Evidence is only partly clear; several clues; or under stress, the gamemaster should require a lifting roll.)
familiar objects with uncommon use, For each round the object is carried, the character makes another
or unfamiliar objects with common use 0 check to see if he can continue to carry the object. If he fails the roll,
Evidence is obscure; few clues +3 he is too exhausted and must put the object down. If the character is
Evidence is unusual or with no apparent significance; doing anything else at the time (other than walking slowly or talking),
uncommon objects with uncommon use +6 continuing to carry the object counts as a multi-action.
Repeatedly commits similar crimes -3 per crime Abridged Lifting Table
Distance between crimes (per 80 kilometers) +3 Weight Difficulty
Time between crimes (per 6 months*) +3 1 kg 1
*While the crimes may have been committed over a greater time 10 kg 3
interval, the maximum value for this modifier is +30. 50 kg 7
Roll > 100 kg 12
Difficulty Result 120 kg 13
0–2 Basic information about the situation (a rope was 200 kg 17
used, type of weapon). 250 kg 18
Example Skill Difficulties • Page 79
500 kg 23 Condition Modifier
750 kg 28 No idea which way is north +10
1,000 kg (1 ton) 33 General idea which way is north 0
1,100–2,000 kg 34-43 Familiar with terrain 0
(+1 to base of 33 per 100 kg over 1,000 kg) Terrain completely foreign +5
2,500–10,000 kg 44-59 Completely lost +10
(+1 to base of 43 per 500 kg over 2,000 kg) Have a compass or similar navigational tools -5
15,000–100,000 kg 60-77 Plotting a way through a simple course 0
(+1 per to base of 59 per 5,000 kg over 10,000 kg) Plotting a way through a complex course +6
The gamemaster may further subdivide the lifting chart if desired Plotting a way through a dangerous course +9
to include the weights for the difficulties not listed here. Determine exact location +15
Lifting Fatigue Modifier Condition Skill Modifier
Time Skill Modifier Have a poorly drawn map +1D
1–6 rounds 0 Have a sketchy but accurate map +2D
7 rounds to 3 minutes +5 Have a well-drawn map +3D
3–10 minutes +10 Have a misleading or purposely inaccurate map
10–30 minutes +15 (and don’t know it) -1D
30–60 minutes +20
Note: After the first hour, the character must make a check once per Persuasion (Charisma)
hour at the same difficulty as one hour. If the character fails the roll, Persuasion can also be employed to “pay” another person to behave
then he must rest for twice as long as he was lifting the weight. dishonorably, such as through ignoring duty, looking the other way, or
divulging secret information. Success depends greatly on the target.
Lockpicking (Coordination) A target who is loyal or wealthy or fears being caught is less likely to
accept bribes. Use the difficulties listed under “Interaction Skills” and
Characters may not attempt to pick locks without some kind of
further modified by such factors as the value of the money, goods,
tools (hairpins, wire coat hanger, telekinesis, etc.). Improvised tools
or information offered, the extent of favors given and received, and
do not add to character’s skill roll, but specialized tools will.
the target’s attitude toward the bribe.
Type of Lock Difficulty See also “Interaction Skills” for other difficulties and modifiers
Simple key lock 6 for this skill.
Complex key lock 12
Value of Bribe Modifier
Combination lock 18
Less than 50% of what is reasonable +10
Lock Condition Modifier 50% to 90% of what is reasonable +5
Poorly constructed -6 Larger than expected -5
Well constructed +2 Significantly larger than expected -10
Lock diagrams -4

Mettle (Charisma)
Mettle is generally used to resist interaction attempts and
mentally damaging attacks. See the “Mental Defenses” section
earlier in this chapter for details. Characters with this skill
may generally use it instead of stamina to resist fatigue, sleep,
and unconsciousness, though there may be some situations
the gamemaster restricts its substitution. See the stamina
entry in this chapter for information on difficulties.
Gamemaster can also use mettle (or Charisma) to deter-
mine the reactions of players’ and gamemaster’s characters
to each other and to their surroundings. The more the
gamemaster believes that the character should be at ease or
frightened, the greater the difficulty. Use the descriptions
of standard difficulties to determine the level. This passive
application of mettle is not an action.

Navigation (Intellect)
The base difficulty is 10.
Chapter 11 • Page 80
Riding (Agility) Search (Acumen)
When a character first mounts a ridable animal, she must make a When used to eavesdrop on or secretly watch an event or another
riding roll against the creature’s mettle roll (the gamemaster generates character, the skill total indicates the amount of information gained
this). The character’s riding total may be modified by the attitude of from the surveillance. Use the “Observation Difficulties” table. A
the animal toward the character. The character stays in control if Critical Failure could mean anything from no information obtained
she ties or beats the beast’s roll. If she fails, consult the table below to being immediately spotted by the character being observed,
for what occurs. depending on the situation.
When attempting to get the beast to perform a special maneuver When searching for a hidden object or person, the difficulty is
or during events that might frighten it, the character must also generally the hide roll used to conceal the target. Otherwise, the base
roll against the animal’s Charisma or mettle. Examples of special difficulty is 5, modified by the table below.
maneuvers include jumping a fence, crossing a raging river, moving See also “Observation Skills” for more difficulties and modifiers
faster, or slowing down quickly. (The success of special maneuvers for this skill.
are determined with the animal’s attributes or skills.) Situation Modifier
A character attacking from the back of a beast takes a multi- Character knows target’s exact location 0
action penalty for having to both control the mount and use their Character knows target’s approximate location +5
weapon. Character has vague information about
Animal’s Attitude toward Character Skill Modifier the target or its location +15
Friendly or trusting +5 Character has only general idea of what she’s
Neutral 0 looking for; searching for small objects +20
Hostile or wounded -5 Character has no idea what she’s looking for;
Mettle > searching for obscure or tiny objects +25
Riding Result Searching for microscopic objects* +30
1–2 Beast stops and refuses to move for 1 round. *Might not be possible without special equipment or abilities.
3–6 Beast stops and refuses to move for 2 rounds.
7–11
12+
Beast bolts in a random direction for 1D rounds.
Beast bucks rider; rider must make a Moderate riding
Sleight of Hand
roll to avoid being thrown off. (Coordination)
The difficulty for a sleight of hand attempt is usually the opponent’s
Acumen or search, either as a die roll (if the opponent is actively watch-
ing for tricks) or as a derived value equal to the number in front of the
“D” in the opponent’s attribute or skill times 2 and add the pips.
Situation Modifier
Watchful target; few distractions +9
Observant target; light crowd +6
Suspicious target +3
Challenging act (such as palming an apple) +6 or more
Unobservant target; target constantly jostled;
major distractions -9
Confused or distracted target; crowded
conditions; minor distractions -6
Simple act (such as palming a tiny object or
sliding a hand into one’s own pocket
unnoticed) -6 or more

Stamina (Physique)
Gamemasters may allow a character to make a multi-action stamina
roll to complement a strenuous activity, such as lifting or running.
The difficulty equals 5 times the current fatigue modifier. The char-
acter may add one-half (rounded up) of the difference between the
successful stamina roll and the difficulty. The strenuous activity still
receives the fatigue modifier.
Whenever a character fails a stamina roll, she is fatigued; all actions
are at -1D for every stamina check failed until the character rests for
as long as she exerted herself.
Example Skill Difficulties • Page 81
Characters can still continue if they are fatigued, until they fail
a third stamina check. At this point, the character is completely
exhausted and must rest for twice the amount of time that she
exerted herself to remove the penalty.
To avoid the effects of a toxin (inhaled, ingested, or absorbed) or
disease (encountered in any manner), a character makes a stamina roll.
Several factors figure into the difficulty of the attempt, including the
deadliness and dosage of the poison in question. For example, a fatal
bout of botulism has a difficulty of 9, while a killing dose of deadly
nightshade has a difficulty of 42. Characters may attempt to counter
toxins once per day.
Gamemasters might also call for stamina rolls against falling asleep
or unconscious. This generally does not count as an action, though
the gamemaster should award a bonus to the skill total when the
character devotes her action to keeping awake. Resisting sleep is a
difficulty of 5 per hour beyond the normal awake time, modified by
environmental factors (too warm or too cold, noise level, etc.). For
unconsciousness caused by wounds, see the “Wound Levels” table
in the “Damage” chapter.

Streetwise (Acumen)
Streetwise helps characters get around urban environments. Some
situations call for seeking out those living outside the local law,
while others can be handled through upstanding citizens. Generally,
the modifiers are the same for each situation, but the gamemaster
should adjust them depending on the circumstances. It is possible,
though generally unlikely, that a character would be well-liked by
both upstanding residents and local criminals. Criminal activity overlooked as long as it’s not
Example: In a village, a character would find it easier to gather dangerous to the general public; tolerance of outsiders +5
information about a particular person (and thus the city-size modi- Criminal activity overlooked as long as it’s not
fier would be -15 instead of +15), but he might have a harder time dangerous to the local government; outsiders welcome 0
getting someone to trust him enough to tell him about it (making Anarchy; outsiders given same respect as residents -10
the tolerance modifier +15). Reputation of Seeker Modifier
Seeking ... Difficulty Never been to the location; no contacts;
Things that are usually easy to find not trusted by local underworld or residents +10 or more
(ex., directions to the nearest police station) 4 Rarely visited; only passing knowledge of
Things that require discretion or careful investigation how the local underworld operates +1-9
(ex., asking if the local law is straight or crooked) 7 Minor contacts; knows what to avoid; criminals or
Risky services; finding illegal and well-regulated items residents have no reason not to trust character 0
(ex., finding out an appropriate bribe for the local law) 14 Somewhat favorably known by local underworld
Services of unusual skills; finding dangerous or or residents; several contacts -1–9
carefully controlled items 18 Well-known and liked by underworld or residents -10 or more
(ex., seeking a fence or a safecracker)
A specific criminal in hiding; finding items whose
possession means immediate imprisonment 28
Survival (Acumen)
Character can rely on survival to figure what to eat, where to sleep,
Size of City Modifier how best to deal with native dangers, and other information needed
Large city (a few hundred thousand citizens) 0 to get out of wilderness situation alive. The character can also use
Small city (several thousand citizens) +5 survival to locate herbs, plants, and animals of special healing or
Town (several hundred citizens) +10 mystical value. (Use streetwise for help in urban situations.)
Village (a few hundred citizens) +15
Situation Difficulty
Amount of Law Enforcement Woods 4
or Tolerance of Residents Modifier High mountains, ocean (near floor) 12
Martial law or no tolerance for criminals or outsiders +15 Desert, ocean (near surface) 15
Criminal activity overlooked as long as it’s discreet; Polar region 18
slight tolerance of outsiders +10 Different, non-Earth-like dimension 25
Chapter 11 • Page 82
Situation Skill Modifier those whose defense totals it meets or beats, up to the number of
Has been to this location frequently +1D targets it can affect.
Has been to this location within the past 10 years 0 To disarm a trap, the character first needs to find an access to it,
Has never been to this location -1D which means applying the search skill if the trap’s concealed. Once found,
the character rolls her traps against this chart, modified by how well
Throwing (Coordination) it was originally installed. Traps enhanced by spells must have their
spells negated first before the character can disarm the trap. Concealing
A character’s ability to grab projectiles out of the air is enhanced
a trap (including disguising wires, covering a pit or pressure plate, or
by the throwing skill. The difficulty of catching an object is typically
placing a false trap) requires using the hide skill on it (or selecting an
the thrower’s throwing roll. If the thrower wants the catcher to get
appropriate difficulty for a gamemaster-created trap).
the object, and thus takes care to throw well, reduce the thrower’s
skill total by 9. Trap Modifier
Combat difficulties for this skill are included in the “Combat” Pressure plate trigger (per plate) +2
chapter. Tripwire or switch trigger (per tripwire or switch) +1
Hand triggered 0
Tracking (Acumen) Speed (initiative total; per 5 points)
Combat attack total versus target (per 5 points)
+1
+2
The base difficulty is 10 or the target’s stealth roll, if the target Single part (open pit, poison on a handle) 0
is actively trying to hide her trail. Characters can also use tracking Multiple release portals for gas, arrows, etc.
to shadow a target. A shadowed character can attempt to spot the (per additional portal) +2
shadow with a search roll versus the shadowing character’s tracking Multiple targets (per additional target; increases pit opening by 1
roll. Gamemasters may opt to include relevant hide modifiers to the meter-square area) +2
tracking roll, if the shadow is being cautious. Additional damage (spikes in pit, more push behind arrows, per
Condition Modifier additional 1.5 meter drop)
Trail is a day old +3 (per additional 1D*) +3
Trail is a few days old +6 Use existing structure (door and frame, nearby saplings) 0
Trail is a week old +9 Add to structure (clockwork mechanism, false walls) +3 or more
Tracking during inclement weather +6 *This represents falling damage for pits.
Soft dirt, mud, snow -3
Grassland 0 Disarm Situation Modifier
Forest, thin crowd +3 Have blueprint or map -5
Rain forest, dense crowd +6 Have an idea about the kind of trap -5
Desert, arctic wasteland, hard surface +9 Have no idea about the kind of trap 0
Number of people being tracked (for every 2 people) -3 No special trap set-up* 0
Tracking a wheeled vehicle -6 Good trap set-up* +5
Per additional vehicle -3 Superior trap set-up* +10
*The gamemaster may add one-half (rounded up) of the number of
Traps (Intellect) points above the trap setting difficulty to the disarmer’s difficulty instead
of using one of these modifiers.
To install a trap, use the chart to modify the base difficulty of zero.
The gamemaster may award one-half of the points above the difficulty
as a modifier to future disarm rolls. This represents the character
adding a few extra improvements to the base design.
A pressure plate trigger releases the trap when a small piece of Sample Traps
metal or wood (about a quarter-meter square) is stepped on or pushed. Dart Trap: Triggered by stepping on one of three plates
Pressure plates may be on the floor or wall. A tripwire trigger releases placed across a hallway, this traps shoots four darts (two each;
the trap when a wire, cord, or other material attached to the tripwire is damage 1D each; speed 10; combat difficulty 15) at the first
walked through or broken. A switch could be a cord yanked, an outcrop- two adventurers in the area. Trap difficulty: 21.
ping pulled, a lock turned, or something similar. A hand-triggered trap Lock Trap: When a character attempts to pick the lock
requires that someone watch for the victim to come within the range and is successful, a large poisoned needle (damage 5D; speed
of the trap’s effect and, once that happens, activate the trap. 15; combat difficulty 10) shoots out and stabs the thief. Trap
When a character triggers a trap, use its speed total and compare difficulty: 20.
it the initiative total of those affected by the trap. Those who have
Pit Trap: The floor falls away from beneath the characters,
a higher total than the trap are allowed to generate a full-defense
dropping them into a large dug-out area about 4.5 meters
dodge total, if they so desire.
high (damage of 3D from fall). The pit opening is about two
Once it’s the trap’s turn in the initiative, compare the trap’s combat
meters on a side. Trap difficulty: 13.
attack total to the defense totals of its intended target or targets.
(The combat attack total takes into account range.) The trap affects
CHAPTER XII

• Magic •

What’s in this Chapter Alteration


This chapter covers the ability to manipulate the paranormal forces Alteration governs magic involving change. Change means taking
of the universe for extraordinary effects. The Magic skills are available something that exists and modifying it or mutating it into something
only to characters with the Magic Extranormal attribute. else. A magic spell used to increase a character’s Physique attribute
Although this chapter discusses guidelines for creating magical would be an alteration spell, as would one that converts a simple
spells, gamemasters may still include unexplainable magic. Since flame into an exploding fireball. Alteration could enhance, reduce,
unexplainable magic doesn’t have to be explained — it just is — its or restrict a character’s existing skills.
use is out of the players’ characters’ control. Only the gamemaster Alteration must work with things that are already there. An altera-
knows how it works. tion spell can only modify existing characteristics. It could be used
to change a person into a bat, but it would not give the person the
Obtaining Access to Magic ability to fly; conjuration would also be necessary to give the character
the Flight Special Ability, something he didn’t have before.
There are only two ways for players’ characters to get magical abili-
ties. The first is to put dice in the Magic attribute and skills at character
creation, which costs the same as obtaining other attributes.
Apportation
The second is to obtain the gamemaster’s permission after play Apportation governs magic involving movement. For example, a
has begun. If the player can come up with a reason for the character telekinesis spell, by which a character could “grab” an object and move
to learn or gain magic abilities (such as they were latent or were a it using magic, would be an apportation spell. Calling a dagger from
gift from a supernatural being) and the gamemaster agrees, then a box at home to your hand is apportation, as is teleporting yourself
the player may purchase them for the character. The cost to get the
initial 1D in Magic is 20 Character Points. After that, it is 10 times
the number in front of the “D” to improve this attribute by one pip.
The player must still purchase Magic skill pips separately, though a
player may buy one pip in one Magic skill for the character at the same
time as he initially gets the attribute after character creation.
Gamemasters are discouraged from allowing characters to have
multiple Extranormal abilities, but it is possible, especially if the
character has several Disadvantages that show up frequently in
each session or the character’s religion requires experience in both
magic and miracles.

Learning & Improving


Magic Skills
Magic skills may be learned between adventures, like regular skills.
The cost for a Magic skill, in Character Points, equals twice the normal
cost for gaining or improving a normal skill. This cost is doubled again
if a teacher — simply another magic user with the skill at a higher
level — is not available to instruct the character. A character may
learn or improve one Magic skill after each adventure.

Magic Skills
All spells require one of these skills in order to cast them. When
casting a spell, the character generates a Magic skill total and tries
to beat the spell’s difficulty. If the skill total equals or exceeds the
difficulty, then the spell works (to a greater or lesser extent).
Chapter 12 • Page 84
to another place. Apportation can also cause a person or creature to Duration: Duration specifies how long a spell’s effect will last. The
move from one place to another under its own power. Spells that duration is given in both “real” time (minutes, seconds, hours, etc.)
restrict movement would also be apportation spells. and in a time value (as read on the “Spell Measures” table).
Apportation is not conjuration — the object or the creature sum- Range: The maximum distance the effect travels from the magic
moned is in existence at the time the spell is cast, the apportation user’s casting location is called the range. (If the magic user moves,
spell simply “calls” the object or creature. the starting point of the range does not go with her.) In most cases,
Characters or creatures may either be apported by compulsion the character using the spell can only use it at this range or less.
(and come under their own power), moved by the spell’s power, or Often, the caster can choose the exact range when the effect is used.
teleported. When the apportation spell uses compulsion, the skill total Sometimes, the character must use the spell at this range exactly.
is compared to the target’s mettle or Charisma in much the same way Ranges are given in meters and in distance values (as read on the
a persuasion attempt would be used — the target’s attitude toward “Spell Measures” table).
being apported must be assessed, and the spell works as if it were Speed: The speed indicates how quickly the spell travels from
“persuading” the target. the caster to the target.
For apportation spells with the speed less than the range, the Casting Time: This aspect indicates how long the character must
target is moved by the spell’s power. The spell lifts up the target and spend creating the spell’s effect. During the period of casting time,
brings her to the caster. For apportation spells with the speed equal the character may be performing related actions (like concentrating,
to the range, the target is teleported. In either case, the apportation performing rituals, arranging components, etc.), but no other skills
skill total has to overcome the target’s weight value. (Look up the can be used during the casting time.
target’s mass on the “Spell Measures” table.) The target can resist Other Aspects: Other aspects of the spell encompass modifiers,
by rolling her Physique or lifting and adding it to her weight value including components and expanded effects, that influence the spell’s
(theoretically, she tries to make herself harder for the spell to grasp). effect and adjust its difficulty.
(Resisting does not count as an action for the target character.) If Precalculated spells also include a description, which tells what
the apportation total is equal to or higher than the weight value, the skill is needed to create the spell, what the spell does, what any suc-
character is teleported. This goes for self-teleportation as well (though cess levels mean, and so on. The description may be very short, or it
the character is not likely to resist). may include tables and precise explanations of effects.

Conjuration Using Spells & Their Effects


Conjuration magic involves producing something from nothing. Roll the spell skill for the spell in question to get a skill total. If
A spell that produces gold out of thin air is conjuration, as is one that the total is higher than the difficulty number, the spell has succeeded
imbues an inanimate object with animate features (such as creating a and the caster may use the spell’s effect.
stone man and giving it the attributes of a person). Conjured items and Which skill the spell requires is either decided when the effect is
characteristics remain in existence for the duration of the spell. developed or listed with a precalculated spell.
Conjuration is used for only one purpose: creation of something Remember that players may spend Character or Fate Points to
out of nothing. For example, if you wanted to animate a plant and make sure they have sufficiently high skill totals to cast the spell.
give it the power of speech, you would use conjuration — you would
have to “create” in it the ability to talk and the Intellect and Acumen Targeting or Using the Spell
necessary to speak. Conjuration is not used to bring things from one
Many spells require separate targeting or manipulative skill totals
place to another — that is apportation.
when they are used. The most common of these are combat effects
that act like weapons.
Divination If the spell focuses on a target (such as a heighten attribute or alter
Divination governs magic involving obtaining knowledge. For movement spell), the player and gamemaster must decide what skill
example, scrying spells, “far-sight” spells, and “speak with the dead” (such as marksmanship, melee combat, or throwing) to use to hit, if
types of spells are all covered by divination. Spells that block the
obtaining of Intellect are also divination spells.

Characteristics of a Spell Other Magic Systems


There are eight characteristics of a spell, and the precalculated Gamemasters allowing magic users created with another
spells are formatted using these categories of information. D6 magic system to transfer to this one may find it easier
to rely on the rules from that version for those characters
Skill Used: The skill selected is the one necessary to cast the spell.
rather than switching to the D6 Fantasy rules.
A different one might be necessary to target or use the spell.
However, characters using other magic rules may not rely
Difficulty: The difficulty is the skill total a character must gener-
on the D6 Fantasy rules — and vice versa. Think of each magic
ate to get a spell to work.
rules set as a different and distinct way people manipulate
Effect: The effect describes the primary features of the spell
the esoteric forces of the universe.
(amount of damage, amount of protection, distance moved, etc.),
plus the value of the effect.
Magic • Page 85
it’s not already built into the spell or described with it, as well as the
appropriate defense, if any. (Gamemasters who prefer to keep activa-
tion skills within the arcane arts could allow a separate apportation roll Untrained Magic
as the targeting skill.) Attack spells, for example, would use standard Characters might have spurts of inspiration in areas
combat difficulties and modifiers for their defense (regardless of the in which they have no training. For those who have some
targeting skill). Common sense should be used to determine which training (that is, pips or dice in any Magic skill), the difficulty
skill and defense to use. increases by +5 to cast a spell using a skill in which they have
Example: With a fireball spell, the gamemaster decides that the no experience. For those who have no training (that is, no pips
caster has to generate a marksmanship skill total to hit his target. Even or dice in any Magic skill but they do have dice in the Magic
though the fireball will go where he wants it to, there still has to be attribute), the difficulty increases by +5 for all spell casting
some way to determine whether or not anybody is hit by it. and the character must include one additional Negative Spell
Total Modifier (casting time increase, gesture, community,
This keeps effects from being automatic “killers.” Granted, most
etc.) worth two or more. This additional modifier does not
spells won’t need this — a spell that a character uses to take over a
reduce the difficulty of the spell, regardless of its level.
target’s mind needs no “to hit” total; it is instead the effect versus
the target’s mettle or Charisma.
Casting a spell at the same time as using its targeting or activation
skill is not considered a multi-action. However, if the character wishes
to cast an attack spell, which requires a targeting skill roll, and use a equal to the difficulty, means that the spell was slightly off or less
sword in the same round, then the multi-action modifier of -1D (for than perfect. A solid success of one to five points over the difficulty
taking two actions in the same round) is applied to the casting roll, usually gets the spell to do exactly what the caster wants the spell to
the spell targeting roll, and the weapon targeting roll. do. A superior success of six points over the difficulty reveals that the
In general, any spell that works like a weapon requires this kind of spell worked better than usual; at this level, the gamemaster might
control, and a few others might. Gamemasters in doubt may wish to even provide a bonus to its use.
assign a targeting skill check in addition to the spell skill difficulty.
Result Points
Backlash Option Unless the spell description mentions otherwise, the result points
At the gamemaster’s option, characters who roll a Critical Failure (the difference between the spell casting roll and the spell difficulty)
with an abysmally small skill total becoming disoriented and lose all applies to one basic aspect of the spell. The magic user must decide
of their actions in the next round. which one — effect, range, or duration — before casting the spell.
Add one-half of the result points as the bonus to the appropriate
Strain Option value and refigure the value’s measure or die code, if necessary.
(Round fractions up.)
As another means of controlling the use of magic, gamemasters
may choose to increase the difficulty to cast spells by 1 for each spell
that the character performs beyond a set number (such as five or 10) Artifacts & Legends
before the wizard has a chance to rest (generally, five minutes or so Every once in a while, the gamemaster will come up with a spell
per spell cast prior to the break). or magical item that is either too powerful for game balance, or she
doesn’t want to explain how it works for some reason. In that case,
Applying the Effect the gamemaster should use the “artifacts and legends” rule.
The gamemaster can simply assign values and difficulties to a spell
The effect is applied differently depending on its purpose.
and state that the spell’s effect is “legendary” or part of an “artifact.”
Skill Simulations: Some spells provide the character with skills It only works the way it does because the gamemaster says it does.
or bonuses to skills or attributes. For example, a “healing” spell might She can assign any side effects, rules, or whatever to the special
give a character a certain number of dice in healing, and the result of artifact because it is a truly special case.
using the spell’s skill gift would be compared to the normal difficulty
for using healing on a target. Any attribute bonuses affect the skills
and specializations under them, and any skill bonuses add to the
Precalculated Spells
specializations under them (if the character has any). The next chapter offers several common spells. You can use them
Damage and Protection: The damage from any spell that causes right away or as inspiration for inventing your own.
injury is magical in nature, of course, while protective spells can
defend against it. Thus, creatures and beings that are not normally Designing the Spell
affected by standard weapons can be harmed. Of course, unless the As you create each spell, you will keep track of a Spell Total and
spell includes the appropriate option, nonmagical armor can protect a Negative Spell Total Modifier. Certain elements, like the value
against magically produced damage. and the range of the effect, cause the Spell Total to go up (that is,
General Effects: When the spell offers a “general” effect, and expand the effect but making it harder to “cast”), while other ele-
thus has no skill associated with it, the gamemaster will have to make ments, like gestures or a longer casting time, add to the Negative
up levels of success for that spell. A minimal success, with the roll Spell Total Modifier and (in the end) make the Spell Total go down
Chapter 12 • Page 86
damage die codes can help you determine the number of dice you
need for your spell.
Adjusting & Readjusting Both protection and damage have a visible component (such as a
As you design a spell, you can always adjust any aspects glowing aura) that indicates their use and, if relevant, trajectory.
you include, so that you can get the Spell Total (and the spell Spells that increase, decrease, create, or otherwise affect attributes
difficulty) that you want. So, if you decide to add charges to or skills are determined the same way. For example, a spell to take
your wand of power after you’ve created the initial design over someone’s mind would give the caster a persuasion of +3D or
but you don’t want the higher difficulty, you can go back and more with a value of at least 14.
lower the range, increase the casting time, or tinker with Spells may not create stand-alone attributes unless they are
another aspect, until you have a Spell Total you like. included in something that the spell has created (such as a creature).
In this case, use the same level as the stand-alone skill.
Some spells’ effects are best reflected by a Special Ability or a
Disadvantage. With a Special Ability, the spell effect’s value equals 3
(that is, make the spell’s casting more challenging though, in the times the Special Ability cost times the number of ranks in that Special
end, easier to cast). Ability, plus the cost of any Enhancements and their ranks, minus
Note that Negative Spell Total Modifiers are designated within the cost of any Limitations and their ranks. With a Disadvantage, the
the spell design system as negative numbers to distinguish them spell effect’s value equals the 3 times the cost of the Disadvantage.
from those modifiers added to the Spell Total. However, they add to Spells generally do not provide a target with Advantages or improved
the Negative Spell Total Modifier total, which is subtracted from the Funds, but the gamemaster may allow this in special circumstances,
Spell Total at the end of the design. such creating a friendship spell using Contacts.
You will need a paper and pencil and an active imagination for this Spell effects that don’t fall into any category should be given a
part, so get ready. You can find a blank Spell Design Sheet, includ- difficulty and the circumstance in which the difficulty can be beat.
ing a worksheet to help you with the calculations, at the end of this The difficulty equals the effect’s value.
chapter. A calculator might also help. If the spell creates something, refer to the “Spell Measures” table
to determine the spell effect’s value for the desired amount of weight.
Determining the Desired Effect Find the desired weight in kilograms, then read over to the corre-
At this point, write out what you want the spell to do — basically. sponding value under the “Val.” column. Most offensive and defensive
What sort of effect are you trying to create? What range will you spells have a weight value of zero, but the gamemaster may require
need? Will it need charges? How long will the effect last? Consider exceptionally heavy-duty spells to have a larger weight value.
all things along these lines. Having some general ideas up front will The spell designer may choose to have certain characteristics of
help you choose the values of the various aspects of your spell. the spell (such as a golem’s Physique and Body Points or Wounds)
be determined by the points by which the spell skill beats the spell
Basic Aspects difficulty. (Subtract the spell difficulty from the spell skill total to
determine the number of points.) Any attributes figured this way
Use the Spell Worksheet to keep track of the Spell Total and all
have a die code equal to the points above the difficulty (minimum
modifiers, aspects, and your own ideas.

Starting Spell Total & Starting


Negative Spell Total Modifiers Using the Spell Measures Table
Most Spell Totals begin at zero, but gamemasters who
To determine the value for a measure, find the amount (in seconds,
want magic less common and spells to be more difficult to
kilograms, meters, or meters per second) in the “Measure” column. Then
cast should have a greater starting Spell Total. Negative Spell
read across to the number in the “Val.” (value) column.
Total Modifiers always start at zero.
If the desired amount is greater than one number but less than
another, either lower your amount or select the bigger number.
Effect & Skill Used
Use the “Measure Conversions” chart if you have a measure in a
One you decide what the spell will do — damage, protec-
different unit; you would like to get it to seconds, kilograms, meters,
tion, skill bonus, and so on — determine its corresponding
or meters per second; and you don’t want to do the math before using
value using the “Die Code” table or “Spell Measures” table — or
the “Spell Measures” table.
both, if the spell is intended to do more than one thing (such
as create an animated golem). Here are some guidelines. Example: If you want a spell to last for one hour, you look up the
Damage spells affect character health (that is, their Body number of hours in the “Measure” column. This gives you an hour value
Points or Wounds). To hurt someone, 6D (which you can of 0. To convert this to seconds, which is what is needed for the spell
determine, by using the “Die Code” table, has a value of 18) duration value, add 18 to the hour value (which, in this case, is 0). If
is a safe bet. To kill someone outright, 10D (which has a value you look up the corresponding measure for 18, you’ll see that it’s 4,000,
of 30) is usually necessary. which is close enough to the number of seconds in one hour (that is,
Protection spells work similarly, though, obviously, they 3,600 seconds).
reduce the amount of damage taken. Checking out weapon
Magic • Page 87
Spell Measures Benchmarks
Value Time Weight Distance
Val. Measure Val. Measure Val. Measure
0 1 35 10 million 70 100 trillion 0 Second 1 kilo 1 meter
1 1.5 36 15 million 71 150 trillion 1 Great horned owl War horse height
2 2.5 37 25 million 72 250 trillion 2 Large goose Tallest Human
3 3.5 38 40 million 73 400 trillion 3 Human baby Large wagon
4 5 39 60 million 74 600 trillion 4 Round Small armadillo
5 10 40 100 million 75 1 quadrillion 6 Sea turtle Small sailing ship
6 15 41 150 million 76 1.5 quadrillion 7 Small tree Caravel sail. ship
7 25 42 250 million 77 2.5 quadrillion 8 Medium dog Galleon
8 40 43 400 million 78 4 quadrillion 9 Minute Deer Large longship
9 60 44 600 million 79 6 quadrillion 10 Human male Javelin throw
10 100 45 1 billion 80 10 quadrillion 11 Lion Grt. Pyramid hgt.
11 150 46 1.5 billion 81 15 quadrillion 12 Brown bear Grt. Pyramid base
12 250 47 2.5 billion 82 25 quadrillion 13 Alligator Long bow flight
13 400 48 4 billion 83 40 quadrillion 14 War horse Trebuchet range
14 600 49 6 billion 84 60 quadrillion 15 Small rhino Kilometer
15 1,000 50 10 billion 85 100 quadrillion 16 Giraffe Mile
16 1,500 51 15 billion 86 150 quadrillion 17 Medium squid
17 2,500 52 25 billion 87 250 quadrillion 18 Hour Hippopotamus
18 4,000 53 40 billion 88 400 quadrillion 19 Medium elephant Chariot race
19 6,000 54 60 billion 89 600 quadrillion 20 Large orca
20 10,000 55 100 billion 90 1 quintillion 22 Medium dragon Day’s march
21 15,000 56 150 billion 91 1.5 quintillion 23 Caravel ship Marathon race
22 25,000 57 250 billion 92 2.5 quintillion 25 Day Blue whale Day’s travel for a
23 40,000 58 400 billion 93 4 quintillion dispatch rider
24 60,000 59 600 billion 94 6 quintillion 26 British naval cutter
25 100,000 60 1 trillion 95 10 quintillion 27 Galleon cargo cap. Athens to Sparta
26 150,000 61 1.5 trillion 96 15 quintillion 28 Galleon
27 250,000 62 2.5 trillion 97 25 quintillion 29 Week Colossus of Rhodes
28 400,000 63 4 trillion 98 40 quintillion 30 2-story building Length of
29 600,000 64 6 trillion 99 60 quintillion Great Britain
30 1 million 65 10 trillion 100 100 quintillion 32 Month 10-meter boulder Paris to
31 1.5 million 66 15 trillion Constantinople
32 2.5 million 67 25 trillion 38 Year Medium cathedral Circumference
33 4 million 68 40 trillion of Earth
34 6 million 69 60 trillion 43 Orbit of Moon
49 Great Pyramid

Measure Conversions
Add the value modifier to the measure’s value to determine what it is in seconds, meters per second,
meters, or kilograms, as appropriate to the conversion.
Measure is in units of Value Modifier Measure is in units of Value Modifier
Seconds 0 Meters per second 0
Minutes +9 Miles per hour +2
Hours +18 Kilometers per hour +1
Days +25 Meters 0
Weeks +29 Feet -3
Months +32 Kilometers +15
Years +38 Miles +16
Kilograms 0
Pounds -2
Tons +15
Chapter 12 • Page 88
Range
Die Codes Determine how far away you want the caster to be able to affect
things with the spell. Then read the measurement (in meters) on the
Values are cumulative, so, if the spell effect has a die code “Spell Measures” table to get a range value. Add the value to your
of 3D+1, the spell effect’s value is 10. The type of character- Spell Total.
istic the spell affects also modifies the spell effect’s value. Unless otherwise specified, the mage can use the spell (or its effect,
Round up fractions. if the spell was charged into an object) to target anywhere within
Die Code Value that range. The caster can aim at a spot or something mobile (such
1 pip 1 as a person or a carriage). If the caster hits a moving target within
2 pips 2 the range of the effect, and the target leaves the range of the spell
1 die 3 per whole die before it ends, the effect disappears (unless you use the focus optional
Value aspect, described herein). Even if the target comes back into range
Characteristic Type Multiplier within the spell’s duration, the spell has to be created again.
Stand-alone stun damage (physical only) 0.75 For purposes of determining the range modifier with ranges
Stand-alone damage* 1 longer than 20 meters, consider anything from three meters up to
Stand-alone protection* 1 one-third of the range to be Short range, anything from one-third
Protection or damage modifier* 1.5 to two-thirds to be Medium range, and anything from two-thirds
Stand-alone die code or non-Extranormal skill 1 to the full range to be Long range. (Round fractions up.) For ranges
Non-Extranormal skill modifier 1.5 of 20 meters or less, distances from three meters to the full range
Stand-alone non-Extranormal attribute 1.5 are Short range.
Non-Extranormal attribute modifier 2 Example: A spell has a range of 40 meters, which translates to a
Stand-alone Extranormal skill 2 Short range of 3 to 14, Medium of 14 to 27, and Long of 27 to 40.
Extranormal skill modifier 2.5 For apportation spells, range indicates either how far away the
Extranormal attribute modifier 3 target is or how far a target may be sent. If the latter, the target must
*To protect against or do damage as both mental and physical, be no more than one meter from the caster.
each type, purchase each one separately.
Note: To have damage ignore non-magical armor, add 0.5 Speed
to the value multiplier listed. To have protection against either Speed determines how fast the spell gets from the caster to the
magical or non-magical attacks (but not both), subtract 0.5 from target. First, look at the range value (above). That is the maximum
the value multiplier listed. distance the effect travels. If you select a speed value equal to the
range value, then the spell’s effect travels from the caster to the

of 1D). Body Points equal 10 plus the points above the difficulty,
while Wound levels equal the points above the difficulty, divided by
2 and rounded up (minimum of one Wound level). There is no cost
for Body Points or Wound levels and the first attribute decided with
Skills & Sample Effects
this method; each additional attribute ups the Spell Total by one. Here are some typical effects associated with each of the
A spell may contain more than one effect. Each effect is determined Magic skills.
separately and added to the total. All of the effects must fall under Alteration: modifier to a skill or attribute; additional
the domain of the same skill. You should also list the skill used to levels of a Special Ability the target already has; new Limita-
cast the spell at this time. See the “Skills and Sample Effects” sidebar tions or Enhancements on an existing Special Ability; damage
for suggestions. modifier; Armor Value modifier; transmutation. Spells may
The minimum value for an effect is zero. not directly affect movement skills.
Once you decide on a spell effect’s value, write it down. This is the Apportation: weight of material moved; distance moved;
first element of your Spell Total. speed at which target moves; modifiers to movement skills
and Move.
Note on Attack & Protection Spells Conjuration: amount of material created; new or stand-
By default, magical and nonmagical armor can defend against alone skills or attributes (skills or attributes that do not modify
attack spells. To ignore nonmagical armor, double the value to add an existing skill or attribute); new Disadvantages; new Special
it. Damage is either physical or mental. To do both, each kind must Abilities; skills and attributes included in conjured items;
be purchased separately. damage or protection not based on an existing value.
Similarly, protection spells defend against both magical and non- Divination: time in the past or future; stand-alone
magical attacks. To be subject to one but not the other, half the value investigation, search, or tracking skills to discern specific
to add it (round up). The protection may be against physical or mental information.
attacks. To resist both, each kind must be purchased separately.
Magic • Page 89
target in one second, because the speed’s unit of measure is meters
per second.
You can select a lower speed value. Its corresponding measure Effects & Their Durations
indicates how quickly the spell’s effect moves. Magic is not a science based on observations of the natural
To see how long it takes the effect to reach a given target, subtract world. It is an art based on intervening in natural laws. Magical
the speed value from the range value to the target (not the range value effects create a reality that temporarily supersede the local
of the spell). Read the result as a value on the “Spell Measures” table. laws of physics. When the magic wears off, the natural laws
The measurement is the number of seconds it takes for the spell’s resume. In order for there to be a permanent effect, the altered
effect to go from the caster to the target. reality has to stick around long enough for the natural laws to
Example: A player decides the range value of his new spell is an take over. As it is much easier to destroy something than to
incredible 30 (one million meters, or 1,000 kilometers). She makes construct it, damage is instantly permanent while a conjured
the speed value, however, only 20 (10,000 meters per second, or 10 item usually disappears when the spell’s duration ends. Thus,
kilometers per second). The target is 400 kilometers away (a value of many spells, especially combat spells, may have the minimum
28). The range of 28 minus the speed of 20 gives a result of 8. Reading duration because their effects are permanent.
this on the “Spell Measures” chart reveals that it takes 40 seconds Generally, once a natural process begins to break down the
(eight rounds) for the effect to reach the target. conjured or altered item, then the magic can return control
of the reality to the local natural laws and the conjured or
Sometimes, you’ll use a lower speed to keep the Spell Total lower.
altered item will not return to its state before being affected
However, quite often, especially with attack spells, you’ll need that
by magic. Similarly, if it would require more work for nature
instantaneous effect. If you build an attack spell with a lower speed,
to revert an altered item (such as closing an opened door or
you have to be aware that the spell will be less accurate — that is, the
lock), then reality concedes the spell’s effect and allows it to
target will be able to get out of the way much easier.
continue past the spell’s duration.
The difference between the speed value and the range value of
the target is added to the target’s defense value or combat difficulty
when getting out of the way of a slow attack. So, in the previous
example, not only would it take a value of 8 (40 seconds) to reach
the target, the target would get a bonus of +8 to dodge on the round aspect), high casting times are good. The character can spend some
that the spell’s effect reaches the area where the caster guessed the time during or between adventures preparing and casting the spell
target would be at that time. and then release it using an activation.
A higher speed value than the range value provides no benefit. If a character attempts to cast a spell over several days or several
Add the speed value onto the Spell Total and keep going. weeks, the physical and mental strain will take their toll on the magic
user. When performing a lengthy ritual, the caster must make a
stamina roll against a difficulty of 5 increased by +2 for each day the
Duration character continues the casting time past the first day. The gamemaster
Duration indicates how long the effect lasts or continues to act may have the character roll each day, or once at the end. Failure of a
upon a target. To determine how long the duration is, find the time stamina roll means that the character could not maintain the ritual
value on the “Spell Measures” table and add it to the Spell Total. List or concentration, and the casting of the spell fails.
the time measure with the spell, leaving it as seconds or converting
it to rounds, minutes, hours, or whatever.
The minimum duration for any spell is one second (or zero value).
Summary
Since the duration begins from the moment the spell is cast, the To this point, you have created a basic spell. It has a set effect,
duration may have to be quite long, especially if it takes a while for a set duration, and a set casting time. It may be used at any range
the spell to travel to its target (determined by a lower speed value up to the maximum and can only affect one specific target (person,
than its range value; see the pervious section). tree, carriage, spot of ground, etc.). There are no other controls or
modifications.
Casting Time If you don’t wish to go any further, add the Negative Spell Total
Modifiers to the Spell Total and then divide the total by 2, rounding
The last of the mandatory elements is casting time. This is the
up. This is the difficulty to cast the spell. See “Final Spell Total” later
time the character must spend preparing the spell and performing
in this chapter for restrictions on the Spell Total. Then decide which
any optional aspects (such as rituals, concentration, and so forth).
Magic skill is necessary to cast the spell. Write these last few things
This time must be spent every time the character casts the spell. The
on the Spell Worksheet, and you’re done.
casting time for a spell cannot be rushed. A magic user may perform
Of course, there’s so much else you can do with the spell ...
no other actions while casting a spell, unless the cast time is three
seconds (value of 3) or less.
The minimum casting time is zero (one second). Unlike the other Optional Aspects
mandatory elements, casting time falls under the Negative Spell The caster may not care about having any options, but without
Total Modifiers. optional aspects, the spell is pretty limited.
Some Notes Regarding Casting Time: For a noncombat spell, With every optional aspect, the caster must define exactly what
or for a spell that will be built with charges (see the charges optional that particular spell calls for.
Chapter 12 • Page 90
For those optional aspects that include a special roll (such as Wards: If the charge is activated by a certain set of situations
certain levels of gestures or incantations), the roll is made at the end (specified at spell casting) — such as a phrase, a condition, or a time
of the casting time and it does not count as a multi-action, though limit — then the charge costs an additional 10% (round up). Should
the roll must be modified if the magic user is attempting some other, a specific skill be able to circumvent the ward, the reduction equals
non-casting-related action in the round. -1 for a difficulty of 20 and an additional -1 for each one point below
the starting difficulty. (So a difficulty of 15 gives a reduction of -6.)
Area Effect Only spells that have a speed less than the range (and therefore take
The effect of the spell travels out from a target. Add the area effect at least one round before the effect occurs) may include wards that
modifier to the Spell Total. skills can circumvent.
Adjust the effect by -1 (pip, point of damage, etc.) per full meter Example: A magic user decides to give his mystic bolt spell five
for characters outside of ground zero (within a half-meter of the charges. This has a value of 4, which is the charge modifier. Should
target). Compare the targeting roll of spell against the defense total the mage decide to charge a door frame with the spell, requiring that
of characters not at ground zero; those who have a defense total anyone who passes through the door sets off the spell, the charge
greater than the targeting roll managed to dive for cover or protect modifier becomes 5.
themselves from the effect.
Example: A spell with a damaging effect and an area effect with Community
a four-meter radius would do the full damage to between zero and The spell requires helpers in order for it to be cast. Use the accom-
one-half meter from the target, one point less to characters between panying tables to determine the amount to add to the Negative Spell
one-half and one meter, two points less to characters between one Total Modifiers.
and two meters, and so on. The number of helpers determines the basic community modi-
Two-dimensional circle (a few centimeters thick): +1 per half- fier. The “Number of Helpers” is a range of helpers the character has
meter radius. assisting him. The character must specify when the spell is created
Three-dimensional sphere (for explosions and 3D illusions): exactly how many helpers are necessary (along with what they must
+5 per meter radius and +1 bonus to hit one target (bonus is applied do and any skills associated with those actions). The tasks must be
to the same target). reasonable and appropriate to the spell’s effect.
One alternate shape: +1 to area effect modifier. The participation of the helpers is determined by what the helper
Several alternate shapes (specific one chosen at time of cast- actually has to do during the casting time. Decide how much help
ing): +3 to area effect modifier. the helpers lend (that is, how difficult their tasks are), and multiply
Fluid shape (shape may change any time during spell’s duration):
+6 to area effect modifier.

Change Target
The caster can move the spell’s effect to a new target. Add the
Community
change target modifier to the Spell Total. Number Community Difficulty
Only spells with durations of 2.5 seconds or longer may include of Helpers Modifier Modifier
this modifier. Changing a target requires a new targeting roll and, 1 -1 0
if done within the same round as the first targeting roll, incurs a 2 -2 +2
multi-action penalty. If the old target moves out of range before a 3-4 -3 +4
new one is acquired, the spell ends. 5-6 -4 +6
Change target: +5 per target (including first). 7-10 -5 +8
Change target with multi-target (multi-target aspect pur- 11-15 -6 +10
chased separately): the change target modifier applies to each multi- 16-25 -7 +12
target (ex., three change targets with four multi-targets is +60, or +5 26-40 -8 +14
times 3 changes times 4 targets). 41-60 -9 +16
61-100 -10 +18
Charges
The caster fixes the spell in his mind or in an object or another
Helper Participation
person. Add the charges modifier (see below for determining it) to Participation
the Spell Total. Helpers perform … Multiplier
The caster need spend the time to cast the spell only once, but if Simple actions 0.5
there is a targeting or activation skill or requirement, then this must be Difficulty 11 action 1
done each time. The charge goes off in the round it was activated. Difficulty 13 action 1.5
Charges: Look up the number of charges as a measure on the Difficulty 15 action 2
“Spell Measures” table; the corresponding value is the cost of put- Difficulty 17 action 2.5
ting the charges in. (Round fractional measures down; minimum Difficulty 21 action 3
value of 1.)
Magic • Page 91
the community modifier by the corresponding participation mul-
tiplier. The participants must be able to perform the tasks within
the casting time. Components
The character creating the spell must declare what type of Component is ... Modifier
actions the helpers must perform. Simple actions include readying Ordinary, easily obtained (rock, dirt, tree branch) -1
components, chanting mantras, passing tools, and so on. Very common, easily purchased or traded for -2
A participation level with a difficulty means that the helpers (match, wooden board, candle)
actually have to execute some sort of complex action during the Common, but must be purchased for reasonable cost -3
casting — perform a sacrifice, dance (and make an acrobatics skill (flint and steel, inexpensive clothing, oil, incense)
roll), or whatever. Different helpers can be doing different things Uncommon (rare in some places, common in others) -4
of the same difficulty for this purpose. Multiple groups of helpers (certain types of food or cloth)
might be performing different levels of actions, for multiple com- Very rare (rare in most places or expensive) -5
munity multipliers. (valuable gem, precious metal, rare spice, exotic herb)
Example: A magic user casts a spell to summon a spirit. There Extremely rare -6
might be two communities involved. The minor apprentice members (near-priceless gem, orichaleum, plutonium)
of his guild (a group of 31) might be chanting (a simple action). This Unique (a particular king’s burial garments) -7
gives a community modifier of 4 (8 times 0.5), while a cadre of four Destroyed in casting or at end of spell’s duration x2
senior apprentices perform the sacrifice of a lamb (difficulty 11),
Number of Components Multiplier*
for a modifier of 2 times 1, or 2. These are two separate modifiers
1–3 1
worth 4 and 2 respectively, or a total of 6.
4–6 0.75
When the magic user finishes the casting time of a community- 7 or more 0.5
aided spell, the gamemaster generates a skill total for any com-
munities involved (when necessary). The skill of the community *Multiply the total component modifier by this value and round up.
should be fairly average, unless the gamemaster has reason to
think differently (the minor apprentices, above, would probably
have artist skills of around 2D+2, while the priests might have melee
combat skill of 3D or so). Concentration
Add the difficulty modifier to the difficulty to determine the chance The caster needs to devote his complete attention to the creation
of having the entire group succeed (in a mass skill total). So, if the of the spell in order for it to work. The length of concentration must
31 minor apprentices in the above example had to generate a artist: be equal to or less than the casting time. The minimum concentration
chanting total of 11 (because they had to chant a long string of words time is 1.5 seconds.
correctly) using their average skill level (2D+2), the actual difficulty Concentration: Use the “Spell Measures” table to determine
would be 22 (11 + 14). For this reason, it is best if large groups only the corresponding value for the concentration time measure; divide
participate by performing simple actions. this value by 3 (round up) to determine the amount to add to the
If the group is a small one (under six), or if the community role is
being performed by players’ characters or specific gamemaster-con-
trolled characters, however, the skill totals can be made separately.
No difficulty modifier should be added to the community difficulty
when the skill totals are figured separately. If any community group
Concentration Distractions
or member of a community fails in his skill total, the entire spell Level of Distraction Modifier*
does not work. Completely isolated chamber 0
Character Points and Fate Points may only be spent from indi- Isolated, but some distractions
vidual character pools on their own rolls. They may not be spent on (trees, birds chirping, pictures) +2
“group” rolls. On a fairly deserted street, with a few passers-by +6
The “Community” table is based on the “Spell Measures” table, so In a room with a few other people
you can extend the modifiers accordingly. To get the difficulty modifier, who are being quiet +8
multiply the “base modifier” by 2 and subtract 2 from that. Alone in a booth at a sparsely filled tavern +10
Alone at a table in the middle of a sparsely
Example: A spell that use 1,000 apprentices would yield a bonus
filled tavern +14
of +15. The difficulty modifier would be +28 (15 x 2 = 30 -2 = 28).
Alone at a booth in a busy tavern +16
Components At a tavern booth with a few other people
who are being quiet +18
The spell requires one or more items or needs to be done in a certain
Packed tavern +20
location in order for the effect to go off. The items or location should
be representative of the spell’s effect. Use the accompanying table to * Modifier to mettle difficulty.
determine the amount to add to the Negative Spell Total Modifiers.
Chapter 12 • Page 92
Negative Spell Total Modifiers. Add the concentration modifier to 6
to get the mettle difficulty, which the character rolls at the end of the
concentration time. If the character fails the mettle roll, the spell fails. Gesture
A Critical Failure on the mettle roll indicates that the caster takes any Complexity Modifier
feedback associated with the spell, even though it didn’t work. Simple (point finger, toss herbs, flip switch) -1
Fairly simple (make circles with finger) -2
Countenance Complex (action difficulty 11) -3
The caster’s body changes in response to the use of magic. Some go Very complex (action difficulty 15) -4
pale or even blue with a lack of blood flow to their skin, others shake Extremely complex (action difficulty 19) -5
uncontrollably or foam at the mouth, still others get bulging eyes or Challenging and extremely complex
swollen lolling tongues. This alteration in appearance lasts until the (action difficulty 23) -6
end of the spell’s duration. Use the accompanying tables to determine Also will offend most seeing it -1
the amount to add to the Negative Spell Total Modifiers.
Nothing unreal can happen here: no glowing eyes, no flames from
nostrils, no unearthly aura, except as a psychic illusion that only the
target can see. The drawback to an illusory change is that, no matter modifier to the Spell Total. If there is a difficulty listed, the character
what the victim’s perceptions and predispositions were before the fact, must make an acrobatics or sleight of hand roll against that difficulty
after the image is seen, the victim is forever firmly convinced that the at the end of the casting time.
caster is an inhuman monster. Only those already endowed with a
psychic or magic ability are capable of accepting that image for what Incantation
it truly is. Psychic illusions may be used only with living targets. The caster, a charge, or a ward requires that a word or phrase
be said so that the spell will work. Use the accompanying tables
to determine the modifier to the Spell Total. If there is a difficulty
Countenance listed, the character must make an artist or persuasion roll against
that difficulty at the end of the casting time.
Change in Appearance Modifier
Noticeable (gray pallor, foaming) -1 Multiple Targets
Extreme (convulsions, psychic image) -2 The caster can place the exact same spell on more than one target
(but not the same target multiple times) without having to cast the
spell separately for each target. Add the multiple targets modifier to
Feedback the Spell Total. Each target must be within the spell’s range.
If a targeting skill roll is required by the spell, using it on multiple
The magic user lowers her resistance to taking damage when she
targets is not considered a multi-action. If the difficulties to hit each
casts the spell. This damage may not be defended by armor, Special
target are within three points of each other, the caster need roll
Abilities, other spells, or any other means. It may only be healed by
only once. If it’s greater than this, each target requires a separate
natural means (such as resting or sufficient food).
targeting roll.
Feedback: -1 to the Negative Spell Total Modifiers for each -1 to
Multi-target: +3 per target (including first target; ex., three
the damage resistance total. The damage resistance modifier dissipates
targets is +9).
at a rate of one-half of a roll of the character’s Physique per day, with
the decrease occurring at the beginning of a new day.

Focused
When a spell is “focused” on a target, it stays with the target until
the duration has ended. Add the focused modifier to the Spell Total. Incantation
The range of the spell, then, only determines how far away the Complexity Modifier
target can be from the caster. Damage spells that are focused on a A few words or sounds -1
target do the same damage each round. A complete sentence or lengthy phrase -2
Focused: (value of effect + value of duration)/5, round down, A complex incantation (action difficulty 11) -3
minimum of +1, per target. Litany (action difficulty 15) -4
Example: A spell’s effect is 5D in damage, so the effect has a value Complex formula (action difficulty 19) -5
of 15, and the spell has a duration of 10 seconds (two rounds), so Extensive, complex elements (action difficulty 23) -6
the duration has a value of 5. The cost of the focused optional aspect Also in a foreign tongue and character must
is (15 + 5)/5, or +4. have one pip in that speaking specialization -1
Also must say it very loudly -1
Gesture Also will offend most hearing it -1
The caster, a charge, or a ward requires that a gesture be made so
that the spell will work. Use the accompanying tables to determine the
Magic • Page 93
Multi-target with area effect modifier (area healthy. But, a character who is “killed”
effect aspect purchased separately): +6 per target by an illusion is dead unless another
(including first target; ex., three targets is +18). Unreal Effect character, who does not believe the
Disbelief Modifier illusion can, first, perform a healing
Unreal Effect Difficulty Multiplier total equal to 21 and then, second, help
When a caster adds this optional aspect to a spell, it 0 0.75 him disbelieve the illusion. This has to
causes the effect of the spell to be illusory. The effects 9 0.5 be done within a number of hours equal
are not real — they are just perceived as real. 13 0.25 to three times the character’s Acumen
The special effect is automatically believed unless attribute — otherwise, he slips into an
a target or an observer actually states otherwise. irreversible coma and dies.
Then, depending on the disbelief difficulty (see the Warning: Do not overuse this modi-
accompanying table), the illusion may lose all of its effects. The fier. Once the players are clued into what the gamemaster is doing,
easier an illusion is to disbelieve, the more the modifier is worth she’ll never get another illusionary spell through on them. The best
(the “Modifier Multiplier”). way to use this is to have a nasty gamemaster character mage research
Since the effect is what is being tampered with, the spell effect’s a number of spells two ways, as both “real” effect and “unreal.” He then
value directly controls how much the modifier can be worth. casts the illusionary versions (with the lower difficulty number) until
Start with the spell effect’s value, determined way back in “Effect someone figures out they’re not real. Then, just for fun, he switches.
& Skill Used.” Then, when you decide how hard it is for a character Imagine the look on the player’s faces when their characters charge
to disbelieve the illusion, multiply the effect’s value by the modifier through the “illusionary” wall of fiery death and find out it’s a bit more
multiplier. Round up. The resulting number is added to the Negative substantial than they first thought. It’ll drive them nuts.
Spell Total Modifiers. There are a few things to remember when casting unreal effects. The
Example: You decide that your fireball with a damage of 10D, spell does not affect the caster. He knows it’s illusionary. So a character
which has a value of 30, is an illusionary effect with a disbelief dif- can’t make an unreal bridge over a ravine and walk across it. Using
ficulty of 0. You multiply 30 by the Modifier Multiple of 0.75 for a the same example, if someone other than the caster believed in the
result of 22.5 (rounds up to 23). bridge, they could walk across it, maybe. They would unconsciously
use any means at their disposal to cross the chasm without realizing
The guidelines for disbelief are as follows: it. If they couldn’t locate a way, they would find some reason that
• Any player’s character can disbelieve at any time he sees a spell’s they could not cross the bridge. An illusionary bridge doesn’t allow
effect occur but, if the effect was used during a conflict round, this people to walk on air, nor can it cause people to jump off a cliff and
counts as an action. die without realizing it.
• Gamemaster characters should only disbelieve when the game- Variable Duration
master thinks it is appropriate, or when the character using the spell The caster may turn on and off the spell as many times as desired
uses it quite often (and effectively). before the duration expires. Add the variable duration modifier to
• When a character disbelieves, he generates a Acumen or investiga- the Spell Total.
tion total. If the total is equal to or higher than the disbelief difficulty, The duration lasts from the time the spell is cast until the dura-
he is successful. The spell has no affect on him whatsoever — it does tion time is up, regardless of the number of times or how long the
not disappear, but any effects it had do not apply to him. spell is turned on or off.
• If a character is encouraged to disbelieve by another character who Off-only: +4.
has successfully disbelieved (and who he trusts or who can persuade On/off switch: +8.
him), he gains +4 to his Acumen or investigation total. Extended duration (separate from off-only and switch; extended
duration time measure — not value — added at spell casting if desired):
• A character who has disbelieved a spell will not believe in the For every +1 of extended duration, the time may be increased by the
effect later if it comes from the same source in the same way (i.e., if equivalent measure for that number of points. For example, +1 allows
the character disbelieves the effect of a particular wand of power, that the caster to extend the duration by 1.5 seconds, while +9 allows a
wand of power will never be effective against him again, but he may duration extension of 60 seconds.
or may not believe in other magical wands).
• The character who uses or creates the spell knows it is an illusion
Variable Effect
and can never be influenced by its effect. The caster may change the amount of the spell’s effect when he
casts the spell. Add the variable effect modifier to the Spell Total.
• The gamemaster can, and should, apply difficulty modifiers to
Raising and lowering the effect’s amount (die code or bonus) add to
the disbelief difficulty based on how believable (or ridiculous) the
the Spell Total separately. Be sure to specify in the spell’s description
spell seems to be.
the maximum or minimum effect. If the spell has multiple effects,
• In the event a character takes damage or suffers some sort of each variable effect must be purchased separately for each effect
debilitating effect from an illusion that would, logically, disappear (though not all effects need have the same variable effect aspect, if
after he disbelieves the illusion, it does. they have it at all).
Example: If a character falls into a “trap” and takes damage from Variable effect: +1 for every pip or point per direction per effect.
falling, and then finds out the whole pit was an illusion, he’ll be (There are three pips in one die.)
Chapter 12 • Page 94
Variable Movement
The caster can control the movement of the spell’s effect. Add the
variable movement modifier to the Spell Total.
Other Alterants
Accuracy bonus: +2 for each +1 bonus to the targeting skill Amount of Improvement Modifier
total. Small (adding flavor or a scent) +1
Bending: +1 to bend around obstacles smaller than the target; Moderate (+1 to required activation skill;
+3 to bend around obstacles the same size or smaller than the target; giving a golem features) +2
+4 to use the effect to find a target the caster can’t see (though the Significant (giving manipulative
spell may no affect the target); +5 to send the spell after a target the fingers to tendrils) +3
caster can’t see, although the caster gets a +4D (+12) modifier to the Incredible (conjuring a small animal) +4 or more
targeting difficulty.
Movement of effect: To move a spell associated with a target
(such as a flight or telekinesis spell), or to make an otherwise station- Cantrips
ary effect move (such as an illusion), the spell needs this optional Cantrips, also known as glamours, are small, simple, everyday
aspect. Determine the desired speed measure (in meters per second) spells. They may have maximum Final Spell Totals of 10 and minimum
and its corresponding value on the “Spell Measures” table and add 1 difficulties of 2. Their duration values must be 9 (one minute) or
to it; this is the cost of the movement of effect aspect. less and their casting values must be 4 (one round) or less. Cantrips
may not have the following optional aspects: change target, charges,
Other Alterants community, focused, or variable effect. Components may only be
A spell might involve an expansion of its effect of the ordinary, very common, or common variety, though, if the
not related to one of the other aspects presented player can make a good case for it, the gamemaster may allow
herein. Use the accompanying table to decide how a component of a higher level that is not destroyed to be used
much the alterant changes the spell and add the (such as a personal staff or ring). Gestures and incantations may
related modifier to the Spell Total. offer no more than a -2 modifier each, and no cantrip may have
more than one of each. Modifiers from “other conditions” may
Other Conditions offer no more than a -2 adjustment.
There might be other circumstances the spell
requires in order to work. Compare the condition Design Time
concept to the accompanying table to determine the A player who learns this magic system can probably come up with
amount to add to the Negative Spell Total Modifiers. a basic spell in a matter of minutes. The gamemaster can review it
quickly, and it can be used right away.
Final Spell Total & Spell Difficulty Well, not exactly. The character has to spend time working out
Once you have determined all of the factors involved with casting the spell, too. He has to experiment, do trial and error, and come up
the spell, add the Negative Spell Total Modifiers to the Spell Total with the effect — or risk blowing himself up. The amount of time it
to get the Final Spell Total. Then divide the Final Spell Total by 2, takes to design a spell has nothing to do with the amount of time
rounding up. This is the difficulty the caster must meet or beat with it takes to cast it.
the appropriate Magic skill. To figure out the base design time, look up the spell difficulty in the
“Val.” column of the “Spell Measures” table. Read across to the “Mea-
Minimum Spell Total sures” column to determine the number of seconds that the spell takes
Negative Spell Total modifiers may not reduce the positive Spell to design. (Divide this number by 5 to get the number of rounds, or 60
Total to lower than 20 for most spells, making the spell difficulty to get the number of minutes, or 3,600 to get the number of hours.)
no less than 10. Design times of less than five seconds round up to five seconds.

Other Conditions
Condition Modifier
The condition can be fulfilled most of the time or with simple preparations, or requires a skill roll of difficulty 9 -1
The condition is not met normally, or at least without some preparation, or requires a skill roll of difficulty 10–11 -2
The condition is out of the caster’s control, but is fairly frequent, or the condition requires a skill roll of difficulty 12–13,
or the caster has to go to elaborate lengths to meet the condition -3
The condition occurs very infrequently, or is very hard for the caster to obtain, or requires a skill roll of difficulty 14–16 -4
The condition will not occur without the caster taking elaborate measures, or requires a skill roll of difficulty 17–19 -5
The condition is rare and almost totally (or totally) out of the caster’s control, or requires a skill roll of difficulty 20 or more -6
Magic • Page 95
The character may rush the design, but this increases the dif- Duration: As this is simply
ficulty (not the Final Spell Total) of casting the spell. The minimum a tiny missile, it doesn’t need to Fire Missile
design time that may be rushed is 10 seconds. The difficulty increases last long. Again using the “Spell Spell Difficulty
depending on how much less time the character puts into the task: Measures” table, this time keeping Worksheet
+5 for 25% less time, +10 for 50% less time, and +20 for 75% less in mind the measure is in seconds, Total the values for each
time. A character may not perform any task in less than 75% of the Geoff thinks that 3.5 seconds is aspect and put the number
normally needed time. Thus, to rush an hour-long design time into long enough. He writes its value in the correct box. If you do
30 minutes, the difficulty increases by +10. of 3 on line 4. not use an aspect, put 0 on
its line. NM = Negative Spell
Taking any other actions while designing the spell increases Casting Time: Geoff wants the
Total Modifiers.
the amount of time to make it. Usually, it takes twice as long, but caster to do this quickly, so, refer-
gamemasters should adjust this up or down, depending on the cir- ring to the “Spell Measures” table, Starting Spell Total 0
cumstances of the distraction. he decides on a time of 1.5 seconds. 1. Effect +9
Characters remaking a spell they previously designed or working This allows the caster to perform 2. Range +6
from spell in a book or on a scroll can cut their time in half, though it in the same round as its effect.
3. Speed +6
the design time minimum of five seconds still applies. This is his first Negative Spell Total
There is no roll to design a spell, though there certainly could be Modifier, so he writes the casting 4. Duration +3
an adventure in finding the right components or the perfect location time’s value of 1 in the bottom of 6. Area Effect +0
to cast the spell. the worksheet, on line 5. 7. Change Target +0
Optional Aspects: Geoff 8. Charges +0
Starting Spells decides at this point to skip the
optional aspects — he’s in a hurry.
14. Focused +0
By default, a character may start with any number of spells, 17. Mult. Targets +0
He writes “0” on lines 6 through 23
though some require more effort and components than others to
of the worksheet. 19. Var. Duration +0
cast. Some gamemasters may wish to restrict the number of start-
Finishing the Spell: Geoff first 20. Var. Effect +0
ing spells to ones that the magic user has specifically “learned.” The
adds the lines related to the Spell 21. Var. Move. +0
more that magic abounds in the setting, the more the novice user
Total and gets 24. Then she adds
should have, but three spells per skill per full die in it would generally 22. Alterants +0
the lines dealing with the Negative
serves most settings. Spell Total = 24
Spell Total Modifiers and gets 1. He

Spell Design in Action subtracts 1 from 24 to get 23. Divid-


ing this by 2 and rounding up, she
Starting NM 0
Geoff decides to create a basic fire missile spell, since he doesn’t finds that the difficulty to cast this 5. Cast Time +1
see anything like that in the precalculated spells in this book. Once spell is 12. Geoff realizes, because 9. Community +0
he decides on the value of an aspect, he writes it on the Spell Dif- of the rounding, he could go back 10. Components +0
ficulty Worksheet. and add 1 to the damage, which
11. Concentration +0
Starting Spell Total: In this setting, the gamemaster has decided would give him, after subtracting
the Negative Spell Total Modifiers, 12. Countenance +0
that spells aren’t easier or more difficult to cast than average, so the
starting Spell Total is zero. an even 24 to divide. He decides 13. Feedback +0
Starting Negative Spell Total Modifiers: The Negative Spell that he’ll do that next time. 15. Gesture +0
Total Modifiers always start at zero. Geoff knows that, although Design Time: Geoff wants to 16. Incantation +0
they are listed as negative numbers, these modifiers will add to the find out how quickly his mage can
18. Unreal Effect +0
Negative Spell Total Modifiers total. use the new spell. He looks up the
spell difficulty of 12 on the “Spell 23. Conditions +0
Effect: Geoff decides that he doesn’t want to make a spell that’s
too powerful (and too difficult to cast), so he picks 3D as the amount Measures” chart to find the equiva- NM Total =1
of damage the missile spell does. He only wants it to do physical lent measure of 250. He divides this
Spell Total 24
damage. Using the “Die Codes” chart, he figures that this has a value by 5 to get the number of rounds
of 9. He writes this on line 1 of the worksheet. (which is 50 rounds) and by 60 to NM Total –1
Spell’s Skill: At this time, he also picks the skill needed to cast get the number of minutes (which Final Spell Total = 23
the spell. Since it has to do the creation of something, this spell falls is about four minutes). Good thing Difficulty = 12
under conjuration. he thought of this before his caster (Final Spell Total/2)
Range: Looking on the “Spell Measures” table, Geoff selects 15 would need it!
under the “Measure” column, which has a value of 6. Since the base You can download a more in-depth
measure for distance is meters, the range becomes 15 meters. Geoff example of designing a spell with this system online at www.west-
writes “6” on line 2. endgames.com. Go to the Free section and look under “D6 System”
Speed: Geoff doesn’t want a delay, so he makes the speed equal to find the link.
to the range and writes “6” on line 3.
Spell Design Sheet
Name: Spell Difficulty
Worksheet
Skill: Difficulty: Total the values for each
aspect and put the number
1. Effect: in the correct box. If you do
not use an aspect, put 0 on
2. Range: 3. Speed: its line. NM = Negative Spell
Total Modifiers.
4. Duration: 5. Casting Time: Starting Spell Total ____
6. Area Effect: 7. Change Target: 1. Effect + ____
2. Range + ____
8. Charges: 3. Speed + ____
4. Duration + ____
9. Community: 6. Area Effect + ____
10. Components: 7. Change Target + ____
8. Charges + ____
11. Concentration: 14. Focused + ____
17. Mult. Targets + ____
12. Countenance:
19. Var. Duration + ____
13. Feedback: 14. Focused: 20. Var. Effect + ____
21. Var. Move. + ____
15. Gesture: 22. Alterants + ____
Spell Total = ____
16. Incantation:
Starting NM 0
17. Multiple Targets: 5. Cast Time + ____
18. Unreal Effect: 9. Community + ____
10. Components + ____
19. Variable Duration: 11. Concentration + ____
12. Countenance + ____
20. Variable Effect: 13. Feedback + ____
21. Variable Movement: 15. Gesture + ____
16. Incantation + ____
22. Other Alterants: 18. Unreal Effect + ____
23. Conditions + ____
23. Other Conditions:
NM Total = ____

Description: Spell Total ____


NM Total – ____
Final Spell Total = ____
Difficulty = ____
(Final Spell Total/2)

Permission is hereby granted to photocopy this page for personal use. Copyright 2004 Purgatory Publishing Inc., www.westendgames.com.
CHAPTER XIII

• Precalculated Spells •
What’s in this Chapter Note that this is only a template for a spell and not an actual
spell, because it does not indicate in the description which attribute
This chapter offers a sampling of spells created with the spell- is affected. The caster must specify which attribute and skill to mime
design system in the previous chapter. Use them as is, or be inspired before learning the spell (which takes one round).
by them in making new spells. See “Characteristics of a Spell” on page
84 for details on how to read the spell listings. Open Lock
All spells were designed with a starting Spell Total of zero, so basic
Skill Used: Apportation
and additional aspects were added to the effect’s value.
Difficulty: 5

Cantrips Effect: 18 (compare to difficulty to open lock)


Range: 1 meter (0)
Speed: 0
Charm Duration: 1 round (+4)
Skill Used: Alteration Casting Time: 1 round (-4)
Difficulty: 5 Other Aspects:
Effect: 18 (charm skill bonus of +4D) Components (-3): Large metal key (common)
Range: Self (0) Gesture (-2): Mime opening the lock with the key (fairly simple)
Speed: 0 Incantation (-2): “Open, Lock, and reveal your secrets.” (sen-
Duration: 1 minute (+9) tence)
Casting Time: 1 round (-4) Other Conditions (-1): Physical contact with lock
Other Aspects:
Gesture (-2): Smile and make a gesture of welcome or admira-
tion
Unreal Effect (-9): Difficulty to disbelieve is 13
Other Conditions (-2): May only be used on humanoids who
understand the caster’s language and can hear the caster
With a smile and a friendly gesture, the caster improves his charm
skill by for one minute. (If he no charm skill, add the bonus to the
character’s Charisma attribute.) As this is an illusory spell, if the
intended target of the charm disbelieves it, any effect the charm
attempt had wears off immediately.

Heighten Attribute (Template)


Skill Used: Alteration
Difficulty: 3
Effect: 6 (+1D bonus to one non-Extranormal attribute)
Range: 1 meter (0)
Speed: 0
Duration: 5 rounds (+7)
Casting Time: 1 round (-4)
Other Aspects:
Gesture (-3): Mime an activity using a skill that falls under the
attribute to be heightened (complex, action difficulty of 11; examples:
sleight of hand for Coordination, lifting for Physique)
This cantrip gives the target a bonus of +1D to one of his attributes
for 25 seconds, or five rounds — as long as he doesn’t move more
than a meter from the spot on which he received the bonus.
Chapter 13 • Page 98
To cast this cantrip, the mage touches the lock with one hand
while, with the key held in it, miming opening the lock with the other
Deadly Dart
Skill Used: Alteration
hand. After reciting the incantation, he touches the lock with the key
Difficulty: 11
and turns the key. If the spell effect’s value is equal to or greater than
Effect: 18 (+4D in damage)
the difficulty of the lock, it opens. If there are any traps or wards on
Range: 100 meters (+10)
the lock, they are not circumvented by this spell! Note that this spell
Speed: +10
works on any kind of mechanical lock.
Duration: 5 rounds (+7)

Alteration Spells Casting Time: 40 minutes (-17)


Other Aspects:
Charges (+1): 1 charge
Countermagic Components (-11): Black obsidian (uncommon, destroyed), dart
Skill Used: Alteration (common)
Difficulty: 19 Feedback (-3): -3 to damage resistance total
Effect: 29 (compare to skill total of spell countering) Focused (+5)
Range: 60 meters (+9) Gesture (-1): Rub the tip of the bullet on the stone (simple)
Speed: +9 Incantation (-1): “Darkness of death.” (a few words)
Duration: 1 round (+4) Variable Movement (+4): +2 accuracy bonus
Casting Time: 1 round (-4) This spell uses a piece of black obsidian to increase the deadliness
Other Aspects: of a dart. The mage utters a short, dark phrase while gently stroking
Concentration (-1): 3 seconds with mettle difficulty of 7 the tip of the dart across the stone. The darkness travels into the
Gesture (-1): Wave hand through air as if wiping away something dart, draining the stone of its pigment.
(simple) To release the spell, the caster throws the dart within five rounds
Incantation (-3): “Your hold is broken!” (sentence, said loudly) of casting the spell. He generate an marksmanship total, adding a +2
Other Conditions (-4): One spell, which the caster must specify bonus for the increased accuracy of the spell, against the combat dif-
when casting this spell ficulty for the target. The target must be within range of the spell, or
The caster concentrates on the spell he wishes to counter, waving the dart merely does its normal effect. The target takes an additional
his hand and shouting the required incantation. The effect’s value 4D in damage in the round the dart hits and for the next four rounds.
plus the result points bonus are compared to the skill total used to The spell ends if the target moves beyond the spell’s range.
create the targeted spell. If the countermagic number is equal to or Fear
higher than the target spell’s skill total, the spell is broken. Skill Used: Alteration
Difficulty: 19
Countermagic Ward Effect: 30 (intimidation skill bonus at +6D+2)
Skill Used: Alteration Range: 100 meters (+10)
Difficulty: 11 Speed: +10
Effect: 29 (compare to skill total of spell countering) Duration: 2.5 minute (+11)
Range: Self or a target within 1 meter (0) Casting Time: 1 minute (-9)
Speed: 0 Other Aspects:
Duration: 1 round (+4) Components (-5): An item owned for at least a month by the
Casting Time: 25 minutes (-16) target (very rare)
Other Aspects: Gesture (-1): Point item at target (simple)
Charges (+6): 6 charges, with a ward to go off when a spell “hits” Incantation (-1): Frightening words (a few words)
the target Unreal Effect (-8): Difficulty to disbelieve is 13
Concentration (-4): 10 minutes with mettle difficulty of 10 To cast the spell, the mage first needs something belonging to
Focused (+6): On target her target — his comb, his watch, a lock of his hair. Mutter a few
Gesture (-1): Wave hand through air as if wiping away something words of power, point the item at the target, and watch the fun. This
(simple) spell gives the caster an intimidation skill bonus of +6D+2, but only
Incantation (-3): “Let no spell touch me!” (sentence, said towards that target. The target may disbelieve it with a Charisma or
loudly) mettle roll of 13.
Similar to the countermagic spell, this spell gives the target a gen-
eral protection against spells. It is triggered by a spell “hitting” the Water Spray
target. Up to six spells can be countered in this fashion. The effect’s Skill Used: Alteration
value plus result points bonus are compared to the skill total used Difficulty: 10
to create the targeted spell. If the countermagic ward number is equal Effect: 12 (4D damage)
to or higher than the target spell’s skill total, the spell is broken. Range: 15 meters (+6)
Regardless of the success of the ward, one charge is lost. Speed: +6
Precalculated Spells • Page 99
Duration: 3 rounds (+6)
Cast Time: 5 seconds (-4)
Other Aspects: Scrivened Spells
Components (-6): Liter of water (ordinary, destroyed), squeez- Scrivened spells are spells triggered by reading them. Most
able container (uncommon) commonly written on a single sheet of paper or parchment, any
The mage needs a liter of water in a container that she can surface will do.
squeeze to produce a spray. As she casts the spell, the mage squirts Almost any spell that doesn’t involve charges, a ward, or a
the water onto her hand, letting it run off in the direction of her component that’s enhanced because of the spell (such as deadly
target. The volume and force behind the water spray increases dart or mystical shield) may be set down as a scrivened spell. They
dramatically. The spray lasts for three rounds of combat. The are usable once by anyone who reads the spell, even those with
spell does 4D in damage per round and requires a marksmanship no magical ability. The scrivened spell scribe performs all of the
roll each round to hit the target. The caster may only select one requisite aspects; the spell releaser is bound by the skill required
target per spell duration. to use the spell (such as a targeting skill) and most of its aspects,
except casting time, community, concentration, components,
Apportation Spells feedback, gestures, incantations, and other conditions requiring
the releaser to do something. (The wizard has already performed
these requirements.)
Alter Movement The scribe of the spell may not use a scrivened spell that he
Skill Used: Apportation created.
Difficulty: 15 The following aspects for a scroll spell are added to any required
Effect: 4 (1 meter per round) by the spell:
Range: 25 meters (+7) • Charge (+2): 1 charge with ward, spell released when the
Speed: +7 description is read
Duration: 4 minutes/50 rounds (+12) • Components (-6): sheet of paper (common); ink (common)
Casting Time: 1 round (-4) • Concentration (-3): 4 minutes with mettle difficulty of 9
Other Aspects: • Gestures (-2): Write a brief description of the spell on the
Focused (+2): On target paper
Gesture (-2): Point at target, then make running motion with Scroll spell modifier (total value of above new aspects):
fingers (fairly simple) -9
Incantation (-2): First say, “I command your speed,” followed
The casting time might also need adjusting.
by whether the target should slow or quicken (sentence)
Variable Effect (+5): Caster may increase effect’s value by up Current Casting New Casting
to 5 points on the “Spell Measures” chart Time Value Time & Value
Other Alterant (+1): At time of casting, mage may choose to 0–5 4 minutes 10 seconds (-12)
speed up or slow down target (small) 6–13 10 minutes (-14)
14 16 minutes (-15)
The caster makes her target either hurry up or slow down,
15 25 minutes (-16)
depending on how she words her command. The target’s movement
16 42 minutes (-17)
is altered by the measure of the spell effect’s value plus any result
17 or more No change (0)
points bonus (as read on the “Spell Measures” chart).
Using the chart, determine the new time. Subtract the old
Example: A magic user casts the alter movement spell to slow
time’s value from the new time’s value. Add this number to the
down a charging bull. At casting time, he decided to use the spell
scroll spell modifier of -9. Divide the new total by 2. Reduce the
effect’s value plus the full variable amount, for a minimum change
spell difficulty by this number to get the new spell difficulty. The
value of 9, or 60 meters per second (12 meters per round). If his
minimum difficulty for a scrivened spell is 5 (which is lower than
skill total was one point over the difficulty, the new change value
the normal minimum difficulty).
would be 10, or 100 meters per second (10 meters per round).
This rate would then be subtracted from the bull’s current move- Example: Evil eye curse has a casting time of two rounds, which
ment rate, causing the raging animal to come to a complete and has a value of 5, and a difficulty of 11. Using the chart to determine
shockingly sudden stop. the new casting time, the player notes that it’s now four minutes
10 seconds with a value of 12. Subtracting 5 from 12 gets 7. Adding
Carrying Wind this to the scrivened spell modifier gets 16. Dividing by 2 gives a
modifier of 8. The difficulty for a evil eye curse scrivened spell is 5
Skill Used: Apportation
(11 - 8 = 3, with a minimum of difficulty of 5).
Difficulty: 13
Effect: 15 (wind with a lifting of 5D) Players may use these guidelines to create scrivened spells from
Range: Self (0) scratch, with a minimal spell difficulty of 5.
Speed: 0
Duration: 1 hour (+18)
Chapter 13 • Page 100
Cast Time: 1 hour (-18) Speed: +7
Other Aspects: Duration: 1 hour (+18)
Area Effect (+15): 3-meter sphere Casting Time: 1 minute (-9)
Charges (+4): 6 charges Other Aspects:
Component (-4): May only be cast outdoors, in a clear area (ordi- Area Effect (+15): Sphere with a radius of 3 meters
nary), mage wears loose clothes (common) Gesture (-3): Mime escaping from a cell, then point to target
Feedback (-8): points of damage (complex; acrobatics roll with difficulty of 11)
Gesture (-2): Mimic a fight (fairly simple) Unreal Effect (-7): Disbelief difficulty of 13
Incantation (-2): “I subdue you and I command you, O wind!” Cage traps a target in a prison of magical energy. To cast it, the
(sentence) wizard mimics trying to escape from a cell, then points at her target.
Variable Movement (+7): 25 meters per second If a marksmanship total beats the combat difficulty for the target, the
This is a charged spell. To cast it, the mage goes outside and starts quarry is trapped. The cage is a sphere with a radius of three meters.
running, jumping, and mimicking flight. The mage should be wearing Creatures larger than that can’t be confined by this spell.
something loose that can catch the wind. One cast garners the mage The effect’s value plus the result points bonus serves as the damage
six charges of the spell. resistance total of the bars. The target can disbelieve and thus free
When released, the spell causes a wind to rise and lifts the mage himself by generating a Acumen or investigation total of 13.
into the air. The mage can control the direction of the wind and its
speed (up to 25 meters a round). The spell can carry as if it had a Communicate with Animals
lifting of 5D. Skill Used: Conjuration
The wind forms a three-meter sphere around the mage’s body, Difficulty: 10
and nothing can be carried that won’t fit in that sphere. Effect: 15 (speaking skill with specializa-
tion in the animal’s “language” at 5D)
Relocate Person Range: 1 meter (0)
Skill Used: Apportation Speed: 0
Difficulty: 14 Duration: 6 minutes (+13)
Effect: 11 (teleport up to 150 kilograms) Casting Time: 1 round (-4)
Range: 100 meters (+10) Other Aspects:
Speed: +10 Components (-2): Something from the type of
Duration: 1.5 rounds (+1) animal with which she wants to communicate (very common)
Casting Time: 1 round (-4) Gesture (-2): Draw a line on the ground (fairly simple)
Other Aspects: To communicate with an animal, the caster places on the ground
Charge (+2): 3 charges the bit of something from that type of animal (lock of horse’s hair,
Gesture (-2): Point to target then point in direction of new loca- bird’s feather, several strands of dog’s hair). Then she draws a line
tion (fairly simple) from it to her and from it in the direction of the animal or animals
Incantation (-1): “Go there.” (one or two words) she wishes to speak to. For about six minutes, she receives the abil-
After the mage casts the spell, she has firmly fixed in her mind ity to communicate with any of that kind of animal as if she had a
three uses of it. When she releases the spell, she points at her specialization in its language at 5D. She may add the result points
intended target, which will be instantly teleported to the range of bonus to her speaking roll total. The caster may not move more than
the spell. The result points bonus may be added either to the value of one meter from the casting location.
the weight transported or the distance traveled; read the new value
on the “Spell Measures” chart. The spell will not allow anything to Evil Eye Curse
appear inside a solid object. Remember that a target who is aware Skill Used: Conjuration
of the potential relocation may roll her Physique or lifting and add it Difficulty: 11
to her weight. The caster’s spell roll must then beat that difficulty as Effect: 6 (Bad Luck (R2) Disadvantage)
well as the spell’s difficulty. Range: 10 meters (+5)
Note: A similar spell, relocate item, is identical in every way except Speed: +5
that the effect is to carry an item weighing no more than 10 kilograms, Duration: 10 minutes (+14)
with a value of 5, and thus the difficulty is 11. Casting Time: 2 rounds (-5)
Other Aspects:
Conjuration Spells Focused (+4): On target
Feedback (-3): -3 to damage resistance total
Cage Concentration (-2): 1 round with mettle difficulty of 8
Skill Used: Conjuration Other Condition (-3): Limited to Humans
Difficulty: 27 With a minimal amount of pain to himself, the caster curses a
Effect: 25 (resistance total of bars) Human target that she can see with 10 minutes of Bad Luck (R2).
Range: 25 meters (+7)
Precalculated Spells • Page 101
See the description of this Disadvantage in the “Character Options”
chapter for details.
Feast
Skill Used: Conjuration
Glow Stone Difficulty: 10
Effect: 4 (5 kilograms of food and water)
Skill Used: Conjuration Range: 1 meter (0)
Difficulty: 12 Speed: 0
Effect: 12 (negates up to -4D of darkness modifier) Duration: 4 hours (+21)
Range: Touch (0) Casting Time: 1 round (-4)
Speed: 0 Other Aspects:
Duration: 10 minutes (+14) Components (-6): A plain, cloth napkin (common), a small metal
Casting Time: 2 rounds (-5) cup (common)
Other Aspects: Focused (+4), on people who eat food
Area Effect (+5): Sphere with radius of one meter Gesture (-2): Wave hand several times over napkin and cup (fairly
Components (-4): white pebble (common, destroyed) simple)
Focused (+5): On pebble Other Alterants (+3), clean water and hearty food
Gesture (-1): Hold pebble between thumb and forefinger
With this cantrip, the mage creates a meal for two of pure, clean
(simple)
water; flavorful, hearty bread; fresh vegetables and fruits; and, if
Incantation (-2): “Stone of white, give us light.” (sentence)
desired, cheese wedges and smoked meat slices. The food must be
The magic user casts this spell on a small, white stone, making it consumed within 10 minutes of its appearance, so that it has a chance
glow with a fierce radiance that extends for one meter in all direc- to stay in the body long enough to be digested and actually provide
tions around the pebble. The effect lasts for 10 minutes. Once the nourishment. The result points bonus increases the amount of food
duration wears off, the pebble turns to dust. appearing or (at the gamemaster’s discretion) the quality of food.

Mystic Bolt
Skill Used: Conjuration
Difficulty: 10
Effect: 12 (4D in damage)
Range: 10 meters (+5)
Speed: +5
Duration: 3.5 seconds (+3)
Casting Time: 1.5 seconds (-1)
Other Aspects:
Gesture (-2): Swirl hand in air as if gathering energy, then
throw it at target (fairly simple)
Incantation (-2): “Ah!” (word, said loudly)
The mage gathers energy from his surroundings and throws the ball
at a target. It does 4D in damage at a range of up to 10 meters. He
must make a marksmanship roll to hit the target. The bolt must
be fired in the same round that the mage casts the spell.

Mystical Shield
Skill Used: Conjuration
Difficulty: 10
Effect: 18 (Armor Value of 6D)
Range: 1.5 meters (+1)
Speed: +1
Duration: 5 rounds (+7)
Casting Time: 1.5 seconds (-1)
Other Aspects:
Area effect (+2): One-meter radius
Components (-10): A simple ring (uncommon), handful of colored
sand (common, destroyed)
Focused (+5): On ring
Gesture (-2): Using colored sand, scribe an oval shape in the air
(fairly simple)
Chapter 13 • Page 102
Incantation (-1): “Protection!” (word) Scrying
By tossing some sand in a circle in front of her, the caster creates a Skill Used: Divination
semi-transparent oval shield of the same color as the sand. The shield, Difficulty: 11
about two meters in diameter, appears up to 1.5 meters away. It is Effect: 34 (2.5 months)
focused on the ring, which the mage must wear. It offers an Armor Range: Scrying object (0)
Value of 6D against all types of physical (not mental) attacks. Speed: 0
Duration: 1 minute (+9)
Stunned Senseless Casting Time: 2 rounds (-5)
Skill Used: Conjuration Other Aspects:
Difficulty: 12 Components (-9): Scrying tool with images or symbols (tarot cards,
Effect: 15 (6D+2 stun damage) playing cards, runes, etc. ) (uncommon); item the person owned for
Range: 10 meters (+5) at least a month or the person herself (very rare)
Speed: +5 Gesture (-6): Randomize the tool and place parts of the tool in
Duration: 3.5 seconds (+3) a set pattern (fairly simple); interpret the symbols (very complex,
Casting Time: 1.5 seconds (-1) scholar difficulty of 15)
Other Aspects: Other Conditions (-1): Physical contact with tool
Gesture (-2): Point finger and then palm at intended target (fairly By interpreting cards or runes, the diviner gains a sense of what
simple) the future holds for the person who the reading is about. The mage
Incantation (-1): “Stop!” (word) may choose to look for a condition that could occur up to two and
With a gesture and a word, the magic user sends a bolt of mystical a half months into the future. She can see one minute’s worth of
energy toward his intended target. However, the bolt isn’t intended the future. Use the result points of the divination roll to determine
to harm the target, instead only doing stun damage. how much information she receives: Zero points reveals confusing
images. One to four points allows one useful fact to be gleaned from
Divination Spells the reading. Five to eight points tells the mage a few useful facts,
including the time of the occurrence. Nine to 12 points allows the
Detect the Living mage to note more details, including time and location. Thirteen
or more points lets the mage see the scene as if she were present,
Skill Used: Divination though in shades of gray.
Difficulty: 14
Effect: 24 (search of 8D to locate a single type of creature)
Range: Self
Sense Past
Speed: 0 Skill Used: Divination
Duration: 10 seconds (+5) Difficulty: 25
Casting Time: 1 minute (-9) Effect: 38 (66 weeks in past)
Other Aspects: Range: Touch (0)
Area effect (+20): 10-meter radius circle Speed: 0
Component (-12): Something from the type of creature being Duration: 66 minutes (+18)
detected (uncommon, destroyed); fire, such as a match or lit coal Casting Time: 25 minutes (-16)
(very common, destroyed) Other Aspects:
Concentration (-3): 25 seconds with a mettle difficulty of 9 Area effect (+25): Sphere with radius of 5 meters
Gesture (-1): Inhale smoke (simple) Concentration (-5): 10 minutes with a mettle difficulty of 11
Variable Movement (+4): Bending (can’t see target) Components (-9): Magnifying glass (uncommon), expensive
pocket watch (very rare)
Before throwing the spell, the caster should decide what sort of being Countenance (-1): Skin turns sickly gray color for duration of
she’s looking for, because she’ll need a piece of it for the spell to work spell
(a lock of hair from a Human, fur or fangs from an animal, etc.). Other Conditions (-1): Physical contact with object
The caster sets the object on fire and inhales the smoke while con-
centrating. Once the casting is done, the mage can detect the presence The mage can learn about the past of a single object he touches.
of any such being within a 10-meter radius for two rounds. The higher He’ll see visions of events that occurred in a five-meter radius around
the search skill total is above the difficulty, the more information the the object in the past. The mage can view events that took place in
caster knows about the beings she seeks (such as location, number, a past period of time whose value (as read on the “Spell Measures”
gender, etc.). The difficulty starts at 10 for a Human-sized creature, table) is less than or equal to the effect’s value plus the result points
and goes down for larger creatures, up for smaller ones, and up for bonus. The mage can scan back to that period at a rate of one week’s
the number of other types of creatures in the area. worth of images per minute of the spell.
CHAPTER XIV

• Miracles •
What’s in this Chapter fit; for example, animals may be killed for any reason that benefits
Mankind, as Mankind is a more divine creature than any other.
This chapter covers the ability to call upon a higher power for Many religions having a strong link with nature assign humanity
extraordinary effects. The Miracles skills are available only to char- a place as a piece of nature. In some nature-centered mythos, prayers
acters with the Miracles Extranormal attribute. must be spoken to get a deer’s permission to kill it, for a deer is as
Although this chapter discusses guidelines for creating miracles, close to the spirits of the world as humanity is.
gamemasters may still include uninvoked divine intervention and Before allowing a player to have a character who performs miracles,
miraculous artifacts. Since these sorts of divine intervention don’t the gamemaster (possibly with input from the player) must first
have to be explained — they just are — their use is out of the play- develop the religion or religions of his setting. That means deciding
ers’ characters’ control. Only the gamemaster can decide the cause on the central higher power or powers, which one the character is
and outcome. devoted to, and several tenets or requirements of the religion, includ-
ing any that are specific to the character’s preferred higher power.
In the Beginning The Religion Worksheet on the next page can help. (Fill out the sheet
As creating miracles relies on similar game mechanics as spells, game- once for the overall religion and once for any specific gods or powers
masters and players should reach the “Magic” chapter before delving whose tenets vary from the core.) Knowing a few of the basic tenets
into this chapter. The terminology then won’t seem so unfamiliar. can help the gamemaster decide what sorts of actions the cleric needs
to perform in order to invoke a miracle (see “Required Aspects” under
Invocations versus Spells “Creating Miracles” for some suggestions).
Religions that have multiple gods may have general requirements
Invoking miracles differs from casting spells in a fundamental for the religion and specific requirements for each god. Some of the
way. Magic bends the forces of the universe according to alternate gods might be jealous and demand complete devotion to them, while
laws of nature. Miracles require a connection to a divine will or higher others could be more lenient and allow their followers to call upon
power. The benefit of this is that invocations can be more effective the aid of other (preferably lesser) gods.
— they receive a larger result points bonus, have a lower minimum Some religions, even monotheistic ones, have not-quite-omnipo-
difficulty, don’t need a targeting roll, and don’t require the cleric to tent beings aiding or hampering their followers. Called spirits, ances-
see her target. The downside is that the religious devotee has less
freedom than his wizarding counterpart — the religion dictates the
aspects the cleric may use and circumstances in which the cleric
may call for aid. Basic Types of Religions
Animism: Belief that all things have a vital life force.
The Basis of Miracles Some versions of animism state that all things have a soul
A mythos, also known as a religion, encompasses the stories, or spirit.
symbols, practices, beliefs, and history that people use to connect Monotheism: Belief that there is only one god.
themselves to the spiritual power of their universe. A mythos is a Pantheism: Belief that divine beings and the world are
peoples’ interpretation of the way spiritual power works; their faith the same thing; the creator is the universe.
in this mythos can act as a conduit for such power. However, faith Panentheism: Belief that all reality is part of the body of a
can only carry power for purposes that coincide with the mythos, divine being or beings; the universe is a part of the creator.
and the power must manifest itself in ways that are consistent with Polytheism: Belief that there are many gods, though no
the beliefs. To have faith and work miracles in a religion is to accept one god might be vastly greater in power than the others.
all of the core beliefs of the religion. If a religion says there is only Atheism: Belief in the nonexistence of divine beings
one true god, a faithful follower of that religion can only perform or spiritual power that can affect the everyday existence
miracles as long as she believes there is only one true god. of humanity. Atheists cannot work any miracles, and so
Religions differ dramatically in their interpretation of nature, of cannot have the Miracles attribute. However, they can have
humanity’s place in nature, and the ethical structure of the universe. the atheism specialization of mettle, to reflect their extreme
Some religions set humanity (or one particular sentient race) apart support of this philosophy. Atheists are treated as strong
from nature, usually one notch above the rest of the world. A character disbelievers by all mythos.
believing himself to be separate from nature may use nature as he sees
Chapter 14 • Page 104
tors, celestials, angels, saints, demons, and a host of other terms, The second is to obtain the gamemaster’s permission after play
these beings are not usually worshipped by themselves but can be has begun. If the player can come up with a reason for the character
called upon to act as intermediaries with the divine presence. They to learn or gain magic abilities (such as they were latent or were a
might have a few additional invocation aspect requirements (generally gift from a supernatural being) and the gamemaster agrees, then
special prayers or other incantations) necessary to add their help to the player may purchase them for the character. The cost to get the
that of the higher power. initial 1D in Miracles is 20 Character Points. After that, it is 10 times
Note that calling upon the aid of a being whose purposes conflict the number in front of the “D” to improve this attribute by one pip.
with the character’s core religion can have detrimental effects — from The player must still purchase Miracles skill pips separately, though
an increased difficulty in performing miracles consistent with the a player may buy one pip in one Miracles skill for the character at the
primary religion to losing Fate Points. (The gamemaster decides on same time as he initially gets the attribute after character creation.
the most appropriate penalties.) When player gives her character the Miracles attribute, she must
declare what specific religion she is faithful to. A character may never
Obtaining Access to Miracles have multiple versions of the Miracles attribute, nor may she have
any skill, Advantage, or Disadvantage that affects her because of her
All characters who want to have the Miracles Extranormal attribute
faith in another religion.
must have at least one rank each in the Devotion and Employed
Gamemasters are discouraged from allowing characters to have
Disadvantages, both related to their religion. Neither of these count
multiple Extranormal abilities, but it is possible, especially if the
toward the character’s maximum number of Disadvantages.
character has several Disadvantages that show up frequently in each
After that, there are only two ways for players’ characters to get
session. However, some religions may allow — even require — their
miraculous abilities. The first is to put dice in the Miracles attribute
clerics to have experience with both magical and divine abilities.
and skills at character creation, which costs the same as obtaining
other attributes.

Religion Worksheet
Name: ________________________________________________Type: ______________________________________________
Specific God/Power: _______________________________________________________________________________________
Tenets:
Treatment of Those of Not of the Same Religion/God/Power: ___________________________________________________
__________________________________________________________________________________________________________
Relationship to Nature:_____________________________________________________________________________________
__________________________________________________________________________________________________________
Food Restrictions: _________________________________________________________________________________________
Killing (who and under what circumstances): _________________________________________________________________
__________________________________________________________________________________________________________
Other: ____________________________________________________________________________________________________
__________________________________________________________________________________________________________
Invocation Requirements:
Community: ______________________________________________________________________________________________
Components: _____________________________________________________________________________________________
Concentration: ____________________________________________________________________________________________
Countenance: _____________________________________________________________________________________________
Feedback: ________________________________________________________________________________________________
Gesture: __________________________________________________________________________________________________
Incantation: ______________________________________________________________________________________________

Permission is hereby granted to photocopy this page for personal use. Copyright 2004 Purgatory Publishing Inc., www.westendgames.com.
Miracles • Page 105
be used to affect Intellect or Acumen attributes or skills, as these fall
under the divination skill.
Untrained Invocations
Characters might have moments of inspiration in areas in Using Invocations &
which they have no training. For those who have some train-
ing (that is, pips or dice in any Miracles skill), the difficulty Their Effects
increases by +5 to invoke a miracle using a skill in which they Roll the skill for the invocation in question to get a skill total.
have no experience. For those who have no training (that is, If the total is higher than the difficulty number, the invocation has
no pips or dice in any Miracles skill but they do have dice in succeeded and the devotee may use the miracle effect.
the Miracles attribute), the difficulty increases by +10 for all Which Miracles skill the invocation requires is either decided when
invocations. the effect is developed or listed with a sample miracle.
Remember that players may spend Character and Fate Points to make
sure they have sufficiently high skill totals to invoke the miracle.
With a higher power there to help a miracle to happen, most
Learning & Improving invocations do not require a targeting roll. (This is quite unlike a
magical spell.) Furthermore, the devotee need not even see her target
Miracles Skills for her prayer to affect it. Gamemasters may allow the requirement
of a targeting roll or the target being within the cleric’s line of sight
Miracles skills may be learned between adventures, like regular
to be optional conditions of the invocation.
skills. The cost for a Miracles skill, in Character Points, equals twice
For those miracle that do have targeting rolls, invoking them at
the normal cost for gaining or improving a normal skill. This cost is
the same time as using its targeting skill is not considered a multi-
doubled again if a teacher — simply another cleric with the skill at a
action. However, if the character wishes to call for a miracle with
higher level — is not available to instruct the character. A character
targeting skill roll in addition to using a sword in the same round,
may learn or improve one Miracles skill after each adventure.

Miracles Skills
All invocations require one of these skills in order to cast them. Invocation Success Levels
When invoking a special prayer, the character generates a Miracles These guidelines can help you determine how well a miracle
skill total and tries to beat the invocation’s difficulty. If the skill occurred. Subtract the difficulty from the Miracles skill total
total equals or exceeds the difficulty, then the invocation works (to to get the result points, then use that number to determine
a greater or lesser extent). the level. Where appropriate, the invocation receives a miracle
success bonus equal to the difference between the skill and
Divination the difficulty. This bonus may apply to to the effect or one
Divination involves obtaining knowledge of one’s surroundings aspect of the miracle.
and of the past and future. Miracles that increase or decrease the Minimal (0–2): The miracle meets the needs of the
Intellect or Acumen attributes or the skills that fall under them require devotee while disturbing the environment as little as pos-
the divination skill to work properly. sible. It would be hard to convince anyone that it wasn’t
simply coincidence.
Favor Good (3–6): The miracle not only happens as desired, there
Miracles that relate to building up, enhancing, or creating some- is some small side effect that divine intervention happened.
thing fall under the favor skill. Some examples include increasing The effect depends on the type of miracle and the nature of
attributes, adding skills, bestowing Special Abilities, and conjuring the divinity called upon, but it could include bright colors in
food — as long as giving any of these in no way harms the target or the area, sweeter air, an uglier wound, and so on.
can be used by the target for harm. Thus, a devotee would use this Superior (7–12): The miracle occurs much better than
skill to improve another character’s dodge but not to improve his hoped, and the devotee gains some additional benefit, such
marksmanship ability. Likewise, the favor skill could not work with a as asking for navigational aid on a cloudy day and not only
miracle that gives a character a Disadvantage (which falls under the getting a breeze to disperse the clouds, but also finding a
strife skill), nor does it affect Intellect or Acumen attributes or skills map to guide them.
(those are the domain of the divination skill). Spectacular (13 or more): There is no question that
divine intervention caused the miracle to occur. The results
Strife are well beyond what the devotee requested, though not
Characters use the strife skill with miracles that deal with destruc- more than the situation needs. For instance, if the charac-
tion, reduction, or harm. Some examples include slowing another’s ter wished merely to harm someone and not to kill them, a
movement, decreasing skills or attributes, increasing or gifting miracle causing injury would not bring death to the target
combat skills (except dodge), causing injury, interrupting another if the devotee managed this level of success.
miracle or spell, and cursing targets with Disadvantages. It cannot
Chapter 14 • Page 106
kind of miracle, such as to save a friend’s life, the miracle would also
get a -5 modifier.
Choosing the Skill Miracles that benefit no one cannot be performed. Thus, a cleric
What happens when a cleric wants to include effects dealt belonging to a religion restricting killing can cause only harm to
with by more than one Miracle skill? The gamemaster and another living being if doing so would save another person (and
player need to decide what the intent of the invocation is. For possibly herself) from injury.
instance, a miracle that creates an undead helper endowed
with the ability to lift objects and look for small items falls
under favor, while one that resurrects someone in order to
Designing Invocations
wreak havoc — even if that means giving the undead the lift- The game mechanics of creating invocations work the same way
ing skill to carry off objects or people or the tracking or search (in general) as designing spells, though the game-world process is
skill to look for them — comes under strife. different. Read through these restrictions and modifications to spell
aspects, then use the guidelines in the “Magic” chapter to create
your miracles.

then the multi-action modifier of -1D (for taking two actions in the Starting the Process
same round) is applied to the miracle skill roll, the miracle targeting Begin the invocation design process in the same manner as the
roll, and the weapon targeting roll. spell design process, with the starting Spell Total and Negative Spell
Total Modifiers (see page 86). Then, continue the process in the same
Strain and Failure Options manner as for a spell, keeping the restrictions and requirements for
If an invocation fails with a Critical Failure, the devotee may not miracles in mind.
attempt that miracle for at least 24 hours (depending on how much Most invocation Spell Totals begin at zero, but gamemasters who
she failed the roll by) or until she undergoes a purification ritual or want requested divine intervention less common and miracles to be
performs some other restriction dictated by her religion. more difficult to invoke should have a greater starting Spell Total. The
To simulate the strain of channeling the divine will, gamemasters Negative Spell Total Modifier always starts at zero.
may choose to increase the difficulty to invoke miracles by 1 for each The blank Invocation Design Sheet, found at the end of this chap-
invocation that the character performs beyond a set number (such ter, includes a worksheet that can help you with the calculations. A
as five or 10) before the cleric has a chance to rest (generally, five calculator might also help.
minutes or so per miracle cast prior to the break).
Required Aspects
Circumstances of Invocations Miracles share the same basic aspects as spells — effect, range,
Invocations are spiritual power realized to fulfill a need of the faith- speed, duration, and casting time. However, they also involve one
ful, often affecting the material world. Invocations are not spells, dry or more limiting factors, as dictated by the religion. The cleric does
processes that may be learned and then safely put away in a magic jar gain the benefit from adding it to the miracle. Clerics must include
for use when desired. The conditions facing the faithful who request the required aspects in any miracle they perform, though, unless the
the miracle greatly affect the outcome of the miracle. religion mandates otherwise, they don’t need to include all of them.
Every mythos has certain certain basic tenets. A miracle that does Required aspects include: community, components, concentration,
not conform to those tenets suffers a modifier to its difficulty. Game- countenance, feedback, gestures, and incantation.
masters can also penalize miracles if the devotee has no immediate
need for them. Similarly, clerics casting miracles to save their own Disallowed Aspects
lives or the lives of the faithful receive a bonus. See the accompanying A miracle may not include charges (except as a ward) or unreal
chart for details; all modifiers listed are cumulative. effects. Generally, gamemasters should disallow the other alterants
Example: A cleric who belongs to a religion with firm restrictions aspect; the success of the miracle dictates its effects. It’s unwise for
against killing for any reason decides to invoke a lethal miracle. This a devotee to ask for more than the minimum that would satisfy her
adds 15 to the difficulty. If the cleric also had urgent need of that current need.

Aspect Specifics
Although miracles can involve most Magic spell aspects as is, a
Circumstances handful have restrictions or modifications.
Circumstance Modifier
Violates or stretches values Casting Time
important to mythos +15 The minimum casting time required by all miracles is 1.5 seconds
Need for miracle is not immediate +5 (which has a value of 1). Should the mythos also require any other
Need for miracle is urgent -5 aspect outside of a single-word or single-sound incantation, quick
gesture, or the like, the casting time may need to be readjusted to
Miracles • Page 107
take this into account. Subtract this from the miracle’s difficulty.
See the “Adjusting Sample Miracles” part in the “Sample Miracles”
section for further details on changing the casting time.

Charges
The only way a miracle can be charged is to install it as a ward in
something. No skill may circumvent a miraculous ward; therefore,
that part of the modifier may not be included.

Community
A cleric may only gain benefit from those who believe in the same
or related mythos.
To determine how effective a community is with a pre-existing
invocation, figure the community modifier for the group the cleric
intends to use. (The focus of the miracle, as long as it’s not the miracle
invoker, can be considered part of the community.) Subtract the new
community modifier from the one required by the miracle (if any).
Divide this number by 2 and round up. Subtract this number from
the miracle’s difficulty.
Gamemasters may optionally allow the faithfulness of helpers
to affect the miracle. A designer of a ritual may include this factor
in the miracle’s design, or it can be tacked on when someone per-
forms the miracle. Use the accompanying chart to determine the
helpers’ faithfulness. The level of faithfulness refers only to helpers
who believe in the same mythos as the cleric, or who are strongly
opposed to it. Those who believe in other mythos that share some
of the basic tenets of the cleric’s mythos might, at the gamemaster’s
discretion, provide a modifier of 1 or 2 (depending on how closely
the two mythos are). Add the modifier to the Negative Spell Total
Modifiers at miracle design or subtract one-half (rounded up) from holding the hands in a certain way; totem carving; dancing; painting;
the sample miracle’s difficulty. drawing designs on skin; violent acts; playing a musical instrument;
ringing bells or similar items; complex body positions; sensory depri-
Components, Gestures, Incantations vation; bathing; specific body movements; and gathering items. Any
The most common components include the following: food; of these may be used at any complexity.
plants; enemies; tattoos; locations (such as standing on holy ground The most common incantations include the following: words or
or near a sacred tree); alignment of planets; phase of the moon; and thoughts directed or related to the divinity in praise, thanksgiving,
items of value (either as defined by the society or personally to the pardon, or petition; one or more of the divinity’s names; passages
cleric). The rarity of the item, location, or situation determines the from religious texts; words or phrases sacred to the divinity; and oaths
modifier that the aspect provides. of fealty to the divinity. They could be sung, spoken, or chanted. Any
The most common gestures include the following: folding hands of these may be used at any complexity.
or arms; touching, waving, or making motions with a holy symbol;
Countenance
Generally, a devotee will go pale, have flushed cheeks, or shake
convulsively. No psychic illusion ever touches their features.
Community
Helpers’ Faithfulness Modifier Feedback
Strongly disbelieve; miracle inconsistent Feedback represents self-sacrifice by the devotee. It also may
with target’s beliefs +3 include some sort of physical gesture. Generally, the devotee cannot
Casual; miracle consistent with target’s beliefs 0 simply will himself to become injured; he must actually do something
Confirmed -2 harmful to himself. (As this is a gesture, he also gets the modifier
Devout (have a faith specialization of mettle or from that aspect.)
a faith-related Advantage or Disadvantage) -5 However, the gamemaster may permit the possibility that the
Mixed (no more than 10% casual and no more divine power to which the cleric is devoted can injure him. In this
than 1% who strongly disbelieve) -3 circumstance, the character only receives the modifier from feedback;
any self-immolation modifier would be included separately.
Chapter 14 • Page 108
Variable Movement Effect: 6 (+1D bonus to one non-Extranormal attribute)
As invocations generally do not require a targeting roll, nor does the Range: 10 meters (+5)
devotee need to see the target, most of this aspect serves no purpose Speed: +5
for a miracle. Nonetheless, the cleric might find that “movement of Duration: 5 rounds (+7)
effect” comes in handy on occasion. Casting Time: 2 seconds (-1)
Other Aspects:
Other Conditions Other Condition (-3): Bonus may not be used to harm anything
(-1); limited to humanoids (-2)
Gamemasters should carefully consider whether the mythos sup-
ports the player’s proposed modifying condition before allowing a A bless person surrounds and infuses the target character with
player to include it in her miracle design. spiritual energy, as long as the target remains within 10 meters of
Physical touch exists as the most common other condition modi- the blessing cleric. The blessing enhances one attribute of the cleric’s
fier. It provides a modifier of -1 to -3, depending on how difficult it choosing, which must be selected at the time he performs the bless-
is to make contact. ing. The blessed character receives the miracle success bonus to all
related totals.
Minimum Difficulty A character may enjoy the effects of only one bless at any given
time. The cleric may use bless person on himself.
The minimum difficulty for any invocation is 5.
Bless Armor
Design Time Skill Used: Favor
Miracles that have no aspects providing modifiers greater than 2 Difficulty: 13
have a design time of one round, regardless of the miracle difficulty. Effect: 9 (+2D Armor Value bonus)
For all others, follow the Magic design time guidelines. Range: 10 meters (+5)
Speed: +5
Sample Invocations Duration: 8 rounds (+8)
Casting Time: 2 seconds (-1)
Adjusting Sample Invocations Other Aspects:
These sample invocations have been designed as generically as None required
possible. Thus, they do not include any of the required aspects as Bless armor infuses spiritual energy into any armor or garment that
modifiers. To add the mythos’ specific requirements, determine the a single character is wearing, as long as the target remains within 10
value of all of the modifying aspects needed. Then divide this by 2 and meters of the blessing cleric. The blessed character adds the miracle
round up. Subtract that number from the difficulty to determine the success bonus damage resistance totals.
new difficulty of the miracle. Should the required modifiers drop the A character may enjoy the effects of only one bless at any given
miracle’s difficulty below 5 (not including any circumstances modi- time. The cleric may use bless armor on herself.
fiers), the player will need to recreate the miracle following the Magic
spell creation rules, though the minimum difficulty is 5. Enhance Food
For precalculated invocations that the cleric wishes to adapt to Skill Used: Favor
his religion, it is best to recreate the miracle using the proper values Difficulty: 8
for the various aspects. Effect: 1 (1.5 kilograms of food)
Range: 1 meter or less (0)
Example Speed: 0
A character belongs to a monotheistic religion that requires Duration: 4 hours (+21)
invocations to include a prayer of at least a sentence or string of Casting Time: 1 round (-4)
holy words (incantation of -1 or more), bowing the head and cross- Other Aspects:
ing the arms on the chest (a simple gesture of -1 and a fairly simple Components (-2): Any kind of food, in any condition (very
gesture of -2), or both. She decides to perform a foresight invocation common)
and include both a complex incantation with a persuasion difficulty Food blessed by this miracle becomes better tasting, more nutri-
of 11 and her gestures. This gives her a total requirement modifier tious, and possibly transforms into another food entirely. If not eaten
of 3 (3 for the incantation + 3 for the gesture = 6, divided by 2 = 3). within 10 minutes of its improvement, the food turns back to its
She subtracts this number from the foresight difficulty of 19 to get original condition. (The four-hour duration is about how long it takes
a modified divination difficulty of 16. for the body to break down the food, so the food needs to remain in
existence within the body for at least that long.)
Favor Minimal or average success turns spoiled meat, rotted vegetables,
and the like into fresh food again. Good success can cleanse any food
Bless Person of any impurities or poisons. Superior success increases the quality
Skill Used: Favor of the food to the very best possible. Spectacular success actually
Difficulty: 11 transforms the food into a different kind of food; changing from
Miracles • Page 109
a common fruit to an exotic one, from a cheap cut of pork to an Speed: 0
expensive cut of beef, water to wine, and so on. Duration: 4 hours (+21)
Casting Time: 1 round (-4)
Healing Other Aspects:
Skill Used: Favor Components (-2): About a kilogram of any kind of edible food
Difficulty: 7 (very common)
Effect: 17 (healing skill of 5D+2) The multiplying food invocation is performed on an amount of
Range: 1 meter or less or touch (0) existing food equal to a decent meal for one normal person. For
Speed: 0 each success level gained, double the amount of food. Any food not
Duration: 1.5 seconds (+1) eaten within 10 minutes of its production rots or turns to dust. (As
Casting Time: 1 round (-4) with enhance food, the food needs to be within the body for at least
Other Aspects: four hours to give the body enough time to break it down and get
None required nourishment from it.)
By channeling her spiritual energy to an injured person or creature,
the devotee can use this miracle to heal harm as if she had 5D+2 in Ritual of Purification
the healing skill. Add the miracle success bonus to the healing total. Skill Used: Favor
Difficulty: 12
Multiply Food Effect: 20 (compare to miracle or curse difficulty)
Skill Used: Favor Range: 2.5 meters (+2)
Difficulty: 8 Speed: +2
Effect: 1 (1.5 kilograms of food) Duration: 30 minutes (+16)
Range: 1 meter or less (0) Casting Time: 30 minutes (-16)
Other Aspects:
None required
The purification ceremony heightens awareness
of one’s religion and removes the impurities of the
mundane and the material from the spirit. With a
minimal or average success, it allows the target to
invoke one miracle he failed or it removes one curse
(either magical or miraculous). For any level above
average, the target either receives the miracle success
bonus to any miracle he attempts within the duration
of the ritual or may add the miracle success bonus
to the effect’s value to allow invocation of one failed
miracle or remove any one curse. The difficulty of the
curse or failed miracle must be equal to or less than
the effect’s value (plus the miracle success bonus, if
applicable) in order for the ritual to work.

Spiritual Shield
Skill Used: Favor
Difficulty: 13
Effect: 16 (Armor Value of 5D+1)
Range: 1.5 meters (+1)
Speed: +1
Duration: 5 rounds (+7)
Casting Time: 1.5 seconds (-1)
Other Aspects:
Area effect (+2): 1-meter radius
If successfully invoked, a shield of spiritual energy,
about two meters in diameter, appears up to 1.5
meters in front of the cleric. It offers an Armor Value
of 5D+1 against all types of physical (not mental)
attacks.
Chapter 14 • Page 110
Divination Casting Time: 2 rounds (-5)
Other Aspects:
Detect the Living None required
Skill Used: Divination When the cleric invokes this miracle, he chooses to look for a con-
Difficulty: 20 dition that could occur up to two and a half months into the future.
Effect: 24 (search of 8D to locate a single type of creature) He can see one minute’s worth of the future. Use the success level
Range: Self (0) to determine the information received: Minimal reveals confusing
Speed: 0 images. Average allows one useful fact to be gleaned from the vision.
Duration: 10 seconds (+5) Good provides the cleric with a few useful facts, including the time
Casting Time: 1 minute (-9) of the occurrence. Superior allows the cleric to note more details,
Other Aspects: including time and location. Spectacular lets the cleric see the scene
Area effect (+20): 10-meter radius circle as if he were present, though in shades of gray.
Other Condition (-1): Limited to one type of creature
Before invoking, the devotee decides what sort of being he seeks. Strife
Should the cleric successfully invoke the miracle, he can detect the
presence of any such being within a 10-meter radius for two rounds,
Banish
whether he can see it or not. The higher the search skill total is above Skill Used: Strife
the difficulty, the more information the caster knows about the beings Difficulty: 15
he seeks (such as location, number, gender, etc.). The difficulty starts Effect: 12 (compare to 2 times the target’s Charisma or mettle)
at 10 for a Human-sized creature, and goes down for larger creatures, Range: 20 meters (+7)
up for smaller ones, and up for the number of other types of creatures Speed: +7
in the area. Add the miracle success bonus to the search total. Duration: 1 minute (+9)
Casting Time: 1 rounds (-4)
Foresight Other Aspects:
Skill Used: Divination Other Condition (-1): Limited to humanoids (including undead)
Difficulty: 19 devoted to a different religion/god/power or undead controlled by
Effect: 34 (2.5 months) a character devoted to a different religion/god/power
Range: Self (0) The miracle can only be used against opponents of a different
Speed: 0 religion. If successfully invoked, compare the effect total to a value
Duration: 1 minute (+9) equal to 2 times the target’s Charisma or mettle (including any spe-
Miracles • Page 111
cialization related to religion). If the target has not taken an action Fighting Tree
yet this round, she may actively defend by generating a mettle total Skill Used: Strife
(including her faith specialization), but this is considered her action Difficulty: 23
for the round. For undead without a mettle or Charisma score, use Effect: 24 (4D in fighting and 4D in damage)
the die code of the creatures’ controller. Range: 5 meters (+4)
If the target has a lower total, she flees the area (if possible). Speed: +4
Duration: 1 hours (+18)
Bless Weapon Casting Time: 2 seconds (-1)
Skill Used: Strife Other Aspects:
Difficulty: 13 Components (-3): A long supple tree or one with long branches
Effect: 9 (+2D damage bonus) (common)
Range: 10 meters (+5)
Through this prayer, the cleric can animate the branches of a
Speed: +5
tree to strike at anyone within range. Branches that hit the target
Duration: 8 rounds (+8)
inflict 4D of damage. The tree can strike at no more than Short range
Casting Time: 2 seconds (-1)
— less if it’s small.
Other Aspects:
None required
Spiritual Bolt
Bless weapon infuses spiritual energy into any one weapon, as Skill Used: Strife
long as the item remains within 10 meters of the blessing cleric. Difficulty: 12
The invocation applies the miracle success bonus to the damage of Effect: 12 (4D in damage)
the blessed item. Range: 10 meters (+5)
A character may enjoy the effects of only one bless at any given Speed: +5
time. The cleric may use bless weapon on an item he’s holding. Duration: 3.5 seconds (+3)
Casting Time: 1.5 seconds (-1)
Curse Other Aspects:
Skill Used: Strife None required
Difficulty: 14
The cleric gathers spiritual energy to throw in a bolt at a target.
Effect: 6 (Bad Luck (R2) Disadvantage)
It does 4D in damage at a range of up to 10 meters. She must make
Range: 10 meters (+5)
a marksmanship roll to hit the target. The bolt must be fired in the
Speed: +5
same round that the cleric invokes the invocation.
Duration: 10 minutes (+14)
Casting Time: 1 round (-4)
Other Aspects:
Undead Warrior
Focused (+4): On target Skill Used: Strife
Other Condition (-2): Limited to humanoids Difficulty: 27
Effect: 27 (4D in fighting and lifting; 1D in running)
The cleric curses a single humanoid target with 10 minutes of Range: 25 meters (+7)
Bad Luck (R2), which doesn’t leave the target even if he moves out Speed: +7
of range. See the description of this Disadvantage in the “Character Duration: 1.5 hours (+19)
Options” chapter for details. Each success level doubles the amount Casting Time: 2 seconds (-1)
of time that the target has the curse. Other Aspects:
Components (-5): Intact dead body or skeleton (very rare)
Disrupt Spell
This rite causes any one dead creature to rise in its present state
Skill Used: Strife
to serve as a soldier bonded to the cleric. As this is a basic miracle, it
Difficulty: 25
imbues the creature with select skills; the cleric may add more and
Effect: 29 (compare to skill total of spell countering)
increase the difficulty. The reanimated being cannot think for itself, so
Range: 60 meters (+9)
it ignores all Wound level and hit location penalties. It does whatever
Speed: +9
the cleric demands, until the invoker tells it to stop or the duration
Duration: 1 round (+4)
ends. At the end of the duration or if the cleric sends it out of range,
Casting Time: 2 seconds (-1)
the creature falls down in a heap. The invocation’s miracle success
Other Aspects:
bonus may either add to the range or to the amount of damage the
None required
creature does (it has a base Strength Damage of 2D); which applica-
The cleric concentrates on the spell he wishes to counter. The effect’s tion must be decided before invoking the miracle.
value plus the miracle’s miracle success bonus are compared to the
skill total used to create the targeted spell. If the disrupt spell number
equals or exceeds the target spell’s skill total, the spell is broken.
Invocation Design
Name:
Miracle Difficulty
Skill: Difficulty: Worksheet
Use the spell design rules
1. Effect: on pages 85–94 to create
the miracle, following the
2. Range: 3. Speed: restrictions dictated by this
chapter. Total the values
for each aspect and put the
4. Duration: 5. Casting Time: number in the correct box. If
you do not use an aspect, put
6. Area Effect: 7. Change Target: 0 on its line. NM = Negative
Spell Total Modifiers.
8. Charges (ward only): Starting Spell Total ____
9. Community: 1. Effect + ____
2. Range + ____
10. Components: 3. Speed + ____
4. Duration + ____
11. Concentration:
6. Area Effect + ____
12. Countenance: 7. Change Target + ____
8. Charges + ____
13. Feedback: 14. Focused: 14. Focused + ____
17. Mult. Targets + ____
15. Gesture:
18. Var. Duration + ____
16. Incantation: 19. Var. Effect + ____
20. Var. Move. + ____
17. Multiple Targets: 21. Alterants + ____
18. Variable Duration: Spell Total = ____

Starting NM 0
19. Variable Effect: 5. Cast Time + ____
20. Variable Movement: 9. Community + ____
10. Components + ____
21. Other Alterants: 11. Concentration + ____
12. Countenance + ____
22. Other Conditions:
13. Feedback + ____
15. Gesture + ____
Description:
16. Incantation + ____
22. Conditions + ____
NM Total = ____

Spell Total ____


NM Total – ____
Final Spell Total = ____
Difficulty = ____
(Final Spell Total/2)

Permission is hereby granted to photocopy this page for personal use. Copyright 2004 Purgatory Publishing Inc., www.westendgames.com.
CHAPTER XV

• Equipment •

What’s in this Chapter Unless the gamemaster decides otherwise, players may not spend
Character and Fate Points on Funds rolls.
This chapter gives game mechanics for popular equipment, includ-
ing gear, armor, and weapons, plus how to purchase them. Game Coins
effects for various weapon types are also included. Gamemasters need
Some gamemasters prefer coins to rolling dice for purchasing goods.
to decide what’s suitable for their particular settings. All equipment
They may make their own system to use in their settings, or take this
described herein is of the basic, nonmagical variety.
one: eight copper pieces equals one silver piece; eight silver pieces equals

Purchasing Equipment
Each piece of equipment has a price difficulty associated with it
that expresses how challenging it is for a character to obtain that item. Price Difficulties
If using Funds as an attribute, to purchase an item, the player rolls Difficulty
the attribute against the listed purchase difficulty, adjusted by the Cost of Item or Service Level
gamemaster for the circumstances around obtaining the item (such Cheap (a few copper coins) Very Easy (VE)
as seller’s stock, item quality, general item availability, and so on). Inexpensive (a few silver coins) Easy (E)
If the Funds total equals or exceeds the price difficulty, the character Nominally expensive (several gold coins) Moderate (M)
gets the item. Trading, bluff, charm, and persuasion could all serve as Somewhat expensive (a few handfuls of
complementary actions to the Funds roll, depending on the factors gold coins) Difficult (D)
the gamemaster chooses to include (such as local law, relationship Expensive (several handfuls of gold coins) Very Difficult
of buyer and seller, and so on). (VD)
Prices listed in this chapter do not reflect any modifiers the game- Very Expensive (hundreds of gold coins) Heroic (H)
master may wish to include. Costly* (thousands of gold coins) Legendary (L)
Any item with a price difficulty equal to or less than the number in
front of the “D” in the character’s Funds attribute is an automatic pur- *“Costly” is hardly the top end, and gamemasters should con-tinue
chase. A character may make several automatic purchases per day. adding to the difficulty for higher prices.
Any item with a price difficulty greater than the number in front Minimum
of the “D” in the character’s Funds attribute but less than or equal Item or Service Is ... Modifier
to 3 times that number is an average purchase. A character may Common; average quality 0
make one average purchase per day. Very common; local market is flooded;
Any item with a price difficulty greater than 3 times the number of slightly lower technological complexity
in front of the “D” in the character’s Funds attribute is a luxury than commonly available -5
purchase. A character may make one luxury purchase every seven In high demand; limited availability;
days. of slightly higher technological complexity
When deciding on the type of purchase, include in the difficulty than commonly available +5
breakdowns any modifiers due to an Advantage or Disadvantage. Not generally available to the public;
Example: A character has 3D+2 in her Funds attribute. Her auto- of significantly higher technological complexity
matic purchases have a difficulty of 3 or less. Her average purchases than commonly available +15
have a difficulty of 4 to 9. Her luxury purchases have a difficulty of Out of season or from a distant location +15
10 or more. If the character also had Wealth (R1), she would add her Unusually high quality, highly decorated +5
bonus of +2 to each of these levels, giving her automatic purchases at Damaged or low quality -5
5 or less, average purchases between 6 and 11, and luxury purchases Relationship with Seller Modifier
at 12 or more. Has dealt with rarely or never 0
Failure on a Funds roll means that the character didn’t have the Pays on time; frequent customer;
money for some reason (forgetting to bring enough coins, etc.). Except no complaints by seller -1 or more
when the total is abysmal, the character may roll again after a short Rarely pays on time; problem buyer +1 or more
period of time and attempting to fix the problem.
Chapter 15 • Page 114
one gold piece. Though this might not seem like an elegant system, it’s
more akin to how the coins would have been minted and split: A round
Adventuring Gear coin can easily be sliced into eight relatively equal parts.
Item Price Gamemasters may then select reasonable monetary values based on
Basket, woven VE (8 C) the difficulty level given; the lists include sample numbers followed by
Bell, small metal E (2 G) C for copper, S for silver, and G for gold. Or gamemasters can roll 3D
Bedroll E (3 SP) and multiplying the total by an appropriate amount for each level. For
Blanket, flannel single E (2 SP) example, to convert to the suggested monetary system, use: one copper
Bowl, wooden soup VE (6 C) coin for Very Easy, one silver coin for Easy, one gold for Moderate, 10
Brazier, portable bronze M (5 G) gold coins for Difficult, 100 gold coins for Very Difficult, 1,000 gold
Bucket, wooden E (4 SP) coins for Heroic, and 10,000 gold coins for Legendary.
Candle, tallow taper; torch VE (1 C)
Chest, small wooden M (3 G) Gear
Cloth, flannel, about 1 square meter VE (8 C) Candle, Lamp: Small, lit candle or lamp has damage of 1D per
Compass D (30 G) round after the first when held in contact with a flammable surface
Drum, handheld M (15 S) for more than one round. A lit candle or lamp negates up to 2D (6)
Fishing hook and line VE (5 C) in darkness modifiers within a meter of the user.
Flute E (2 G) Grappling Hook: +1D bonus to climbing attempts; must be used
Grappling hook E (8 S) with a rope. The hook can inflict Strength Damage +1 in damage.
Hammer E (3 S) Hammer: Useful with some crafting attempts. Can inflict Strength
Healer’s pack VE (16 C) Damage +1.
Holy symbol, silver unblessed M (10 G) Healer’s Pack: A small kit of soothing herbs and clean cloth
Ink in small glass vial M (3 G) strips adds a +1 bonus to three to six healing attempts, depending
Incense (2 long sticks) E (8 S) on how much material is used.
Lamp, pottery VE (8 C) Lockpicking Tools: +1D bonus to lockpicking attempts only if
Lamp oil, medium flask VE (5 C) the user has the lockpicking skill.
Lockpicking tools VD (27 G) Marbles: When stepped on, the victim makes Moderate Agility
Lute M ( 4 G) or acrobatics roll per step (each step counting as an action) he wishes
Marbles, hard clay VE (8 C) to move until he is out of the area of marbles.
Makeup kit (5 uses) E (8 S) Makeup Kit: A single kit contains enough coal dust, flour, red
Mirror, silver M (5 G) powder, and body oil in small vials for five uses, plus application
Mirror, polished steel or bronze M (3 G) brushes of various sizes. Adds 1D to disguise attempts.
Parchment, rice paper, or vellum E (8 S) Pick, Mining: Adds 1D to digging attempts, or does Strength
Pick, mining E (16 S) Damage +2 in damage when striking.
Perfumed water in small glass vial E (10 S) Rope, Heavy (Hemp): Inflicts Strength Damage +2 when used
Pouch, large leather E (4 S) in choking attacks; damage resistance total 5. Can hold up to 100
Pouch, small flannel VE (6 C) kilograms.
Pot, iron cooking E (16 S) Rope, Light (Silk): Inflicts Strength Damage +1 when used
Quill VE (16 C) in choking attacks; damage resistance total 3. Can hold up to 140
Quiver E (8 S) kilograms.
Room in an inn (average per day per person) M (1 S) Shovel: Adds 1D to digging attempts, or does Strength Damage
Room in an inn (common room bed) VE (1 C) +2 in damage with bashing attacks.
Rope, heavy (hemp, 15 meters) E (4 S) Spikes, Iron: +1D bonus to climbing attempts when several are used;
Rope, light (silk, 15 meters) M (15 G) requires a Physique or lifting of 3D or more to insert them into crevices
Sack, rough cloth VE (6 C) without a hammer. Each spike can inflect Strength Damage +1.
Scabbard E (8 S) Torch: A small, lit torch has a damage of 3D per round after the
Sealing wax VE (16 C) first when held in contact with a flammable surface for more than
Shovel E (8 S) one round. A lit torch negates up to 4D (12) in darkness modifiers
Spoon or fork, brass dinner (each) VE (3 C) within several meters of the user.
Spikes, iron E (6 S)
Tent, two-person
Tinder box with flint and steel
M (7 G)
VE (8 C) Magical Items
Vial with stopper, ceramic VE (2 C) Magical items are standard pieces of equipment or weapons that
Vial with stopper, glass VE (7 C) have been enhanced through supernatural means. The gamemaster
Waterskin E (7 S) may either give them whatever sort of game characteristics she
Whetstone VE (1 C) desires, or she may use Special Abilities to represent what they can
do. Any item that doesn’t somehow stay permanently connected to
Equipment • Page 115
Amulet of Protection: An oddly shaped pendant on a thick leather
cord envelopes the wearer in a defensive aura (Attack Resistance:
Fashion Nonenchanted Weapons (R1), +1D to damage resistance total, with
Type Price Limitation: Burn-out (R1), can be lost or stolen). Price H (200 G).
Belt VE (6 C) Enchanted Dagger: The weapon gives the user a greater chance
Boots E (16 S) of harming magical creatures (Natural Hand-to-Hand Weapon: Dag-
Cloak, flannel E (7 S) ger (R1), +1D damage, with Magically Empowered (R2) and Burn-out
Dress E (5 S) (R1), can be lost or stolen). Price H (600 G).
Hat E (3 S) Ring of Power: With this ring, the user can cast low-level magical
Jerkin E (5 S) spells (Increased Attribute: Magic (R1), +1, with Additional Effect
Robe E (8 S) (R4), treat as if user has 1D+1 in Magic regardless of actual Magic
Sandals VE (7 C) score; Skill Bonus: Magic Skills (R1), +1 to alteration, apportation, and
Shoes VE (16 C) conjuration totals; both with Burn-out (R1), can be lost or stolen).
Skirt E (3 S) Price L (1,200 G).
Tunic E (5 S)
Holy Items
Food and Drink Holy items are handheld objects representing a person’s faith. Some
Item Price are material worked into a symbol of the faith, such as crosses, stars,
Ale (mug) VE (2 C) figures, and writing characters. Others show the significance of the
Bread (loaf) VE (2 C) material itself, such as water or an herb, or an action, such as prayer
Butter (small crock) VE (5 C) beads. The higher the level of the spiritual leader (such as a priest, rabbi,
Cheese (wheel) VE (7 C) or other cleric), the greater the benefit the symbol imparts. Additionally,
Cookies, sweet (a few) VE (4 C) the faith of the user and the target can influence the effect.
Eggs (a few) VE (1 C) Warding Holy Symbol: Shaped from metal or wood in a sacred
Feed (for animals) VE (5 C) representation, this item helps the user turn away undead creatures
Fruit, fresh or dried (each or handful) VE (2 C) (Skill Bonus: Intimidation (R1), +3 to intimidation totals, with Ability
Grains, flour (a few kilograms) E (8 S) Loss (R1), only works on undead beings; Burn-out (R1), can be lost
Gruel (bowl) VE (1 C) or stolen). Price VD (20 G).
Herbs, fresh or dried (bunch) VE (3 C) Blessed Water or Herbs: Sprinkled on the opponent, this causes
Jam, jelly, preserves (small crock) VE (5 C) harm only to those with evil in their hearts (Natural Magick (R10):
Meat, fresh local pork, mutton, beef, fowl, Harm to Evil, effect: 5D magical physical damage, range: 10 meters,
or fish (a few kilograms) VE (16 C) duration: 2.5 seconds, cast time: 1.5 seconds, Component: blessed
Meat, smoked (a few kilograms) E (16 S) water or herbs, Other Condition: Against Evil Only, with Burn-out
Milk (a few liters) VE (8 C) (R5), one-time use). Price VD (50 G).
Nuts (handful) VE (8 C)
Pastry (each)
Rations (day)
VE (8 C)
VE (8 C)
Armor & Shields
Spices, rare (small pouch) E (8 S)
Stew (bowl) VE (5 C) Combining Armor
Vegetable (a few) VE ( 2 C) A character cannot wear two suits of the same type, though he
Water (glass) VE (1 C) could combine some types. The listing below tells what armor may
Wine (glass) VE (8 C) be worn with what other armor and the kind of bonus it can provide.
Note: All food and drink prices assume the items are commonly Of course, layering armor assumes that the two pieces fit together
available for sale in the location. — a character couldn’t wear two helmets, even if they were made of
different materials. For protective gear not listed here, use the type
in this chart that the armor in question most closely resembles to
determine what it can be combined with.
a character should have the Limitation Burn-out (R1), can be lost or Except armor providing less than a full die of protection, any
stolen. Although it’s rarely possible to purchase these items, they allowed combination offers the character the complete armor bonus
might be found (or sold) in larger cities.. for both layers, up to any maximums dictated by the game.
Hides and Fur, Bone and Hide: May be worn over any other
Mystical Artifacts type of armor. May not be worn under anything. Adds a maximum
Forged by an ancient race, created by supernatural beings, or of +1 to the Armor Value of the total combination.
discarded from another dimension, mystical artifacts take many Soft Leather, Heavy Fabric, Quilted Silk: May be worn over or
forms. Some are completely beneficial, while others have a secret under any other type of armor. Adds a maximum of +1 to the Armor
or obvious curse. Value of the total combination.
Chapter 15 • Page 116
Maximum Damage Resistance
Armor Total Option
Type Armor Value Price Some characters carry around their own protection, so it doesn’t
Hides and fur, fur cloak +2 M (5 G) make much sense to add more to it. The maximum damage resistance
Soft leather, heavy fabric +2 M (3 G) roll a character can have before adding any negative modifiers, Char-
Quilted silk +2 M (4 G) acter Points, or Fate Points but including Physique, protective gear and
Bone and hide +1D M (7 G) abilities, and other modifiers is 6D. Ignore any Armor Value above
Padded leather +1D M (8 G) this. Gamemasters may adjust this depending on how effective they
Hard leather +1D+1 M (9 G) want protective gear to be.
Ring mail +1D+2 M (11 G)
Chain mail
Bronze
+2D
+2D
M (15 G)
M (16 G)
Weapons
All weapons described in this section were designed with Humans
Plate mail +3D D (40 G)
in mind. Characters more than twice or less than half the size of
Shields Humans do not receive their scale modifier when attempting to employ
Human-sized weapons. Additionally, for missile weapons, very large
Type Armor Value Price and very small humanoids may incur at least a +5 modifier to the
Buckler (0.5 meters long) +2 E (7 S) combat difficulty or even find it impossible to use the tiny objects.
Small shield (1 meter long) +2D E (16 S) For simplicity, gamemasters may have the weapons of larger or
Medium shield (1.5 meters long) +2D+1 M (3 G) smaller humanoids deal the same amount of damage as their Human-
Large shield (2 meters long) +2D+2 M (4 G) sized counterparts, making certain to include the scale modifier to
account for increased or decreased damage. Human-sized characters
relying on weapons designed for someone larger or smaller than
themselves use the scale modifier of the creature for which the item
is designed — they do not use their own scale modifier when attack-
Padded Leather, Hard Leather: May be worn under any type ing. (They do use their own scale modifier when they defend.)
of armor or over soft leather, heavy fabric, or chain mail. For more information on using scale, see page 71.
Chain Mail: May be worn over or under any other type of
armor. Terminology
Plate Mail, Bronze: May be worn under soft leather, heavy fabric, Damage: Damage is the amount of harm a weapon does. Melee,
or quilted silk. May be worn over soft leather, heavy fabric, padded thrown, and those missile weapons relying on a person’s strength to
leather, quilted silk, or chain mail. determine their power are enhanced by the characters’ Strength Dam-
Shields: May be combined with any armor, but only offer protec- age (see “Determining Strength Damage” on page 62 on determine the
tion if held between the attacker and the user. May not be combined die code). Weapons that are affected by strength have a “+” in front
with other shields unless stacked in a stationary position. of their damage die code. Note that the damage is based on the rate
of fire; most weapons have a rate of fire of once per round. See the
Encumbrance Option “Combat Options” chapter for guidelines on other rates of fire.
Wearing a lot of protective gear can make performing certain Range: This factor takes into account that the weapon is less
actions challenging. Each additional layer of armor increases Agility- effective the farther it is from the target. The values given are the
based difficulties by +4 or more, depending on the joint flexibility of the maximums, in meters, for Short, Medium, and Long ranges.
pieces. The gamemaster might also apply this modifier to any armor, For generated values, roll the character’s Physique or lifting. The
especially heavy or bulky ones like plate and bone and hide, including modifier after “PHYS” indicates the number to take from or add onto the
an additional modifier of +1 for every full die in Armor Value. total. These totals, in meters, determines the ranges the character can
throw the item. If the total becomes zero or less because of the modifier,
Minimal Armor Option then the character cannot throw the item to that range. (Gamemaster
Many adventurers like to show off their well-endowed (muscled
or otherwise) or heavily tattooed bodies. Against humanoids with an
Intellect of less than 4D, the character wearing fanciful armor receives
a +1D bonus to all charm or intimidation rolls for the first round of Special Weapons
each scene (as appropriate for the character’s physical presence).
Certain supernatural beings have an Achilles’ Heel Disad-
However, humanoids with Intellects of 4D or more see through the
vantage relating to some types of metal, particularly silver or
ruse, and the character receives no bonus.
iron. Any sharp-edged weapon can be made of or coated in
Furthermore, the gamemaster should ignore the Armor Value
these substances, and they do additional damage as described
when determining the effects of called shots to unarmored portions
by the creature’s Disadvantage or description.
of the body.
Equipment • Page 117
with no roll or a marksmanship roll of 10 to reload
in one round. Musket: damage 4D; range 10/25/60;
price D (12 G). Pistol: damage 3D+1; range 5/10/25;
price D (8 G). Charge, wadding, and shot: VE (2 S)
per bullet packet.
Black Powder Bomb: This bomb consist of
melon-sized pottery ball filled with black powder.
A fuse protrudes from the ball, and when the fuse
burns down, the ball explodes, usually with a big
enough boom to knock down most monsters.
Bomb: damage 6D; range: Physique -2/Physique
-1/Physique; price M (6 G).

Muscle-Powered
Weapons
Muscle-powered weapons include all those that
depend upon a character’s strength to get them to
who prefer straight values should multiply the die code in Physique or their target. Instead of having their damage die codes listed as a single
lifting by 4, then add the pips to get the “PHYS” value.) number, muscle-powered weapons have damage adds.

Gunpowder Weapons Missile & Thrown Weapons


Not every fantasy setting includes the invention of gunpowder, All missile and thrown weapons take an action to reload, either to
but for those that have, here are a few weapons using that propellant. notch another arrow or pull out another dart. Generally, characters
The guns rely on marksmanship for their accuracy, while the black may reload in the same round as firing or throwing (with a multi-
powder bomb needs throwing to loft it to a new location. action penalty), except crossbows, which require the character to
Note that both muskets are quite heavy, requiring a wooden rest replace the bolt and crank it in place.
to allow proper aiming. Anyone not using a rest must take
a multi-action, using one action to lift the gun (Physique
or lifting difficulty of 3) and one to fire the weapon.
Arquebus: Also known as the matchlock musket, Missile & Thrown Weapons
the arquebus is a simple weapon with a wooden stock Range
and heavy iron barrel. It varies in length from 1.2 to 1.8 Damage Short Med. Long Price
meters or more and weighs nine kilograms. Missile Weapons
The weapon is a simple muzzle-loader; in other words, Blowgun & dart 1D2 10 40 100 VE (10 C)1
the firer must load powder charge, wadding, and shot Bow,
down the barrel, then tamp it down using a ramrod. Once Long & arrow +2D+2 10 100 250 M (3 G)1
the weapon is loaded, the firer ignites the powder with Short & arrow +1D+2 10 100 250 E (16 S)1
a device called a matchlock. This holds a burning match Crossbow,
— often a slow-burning piece of thin cord — at the upper Light & bolt 4D 10 100 200 E (16 S)1
end, and a lever or trigger at the lower end. By pulling the Heavy & bolt3 4D+1 10 100 300 M (4 G)1
lever or trigger, the firer swings the match smoothly on Handheld & dart 4D 10 25 50 M (3 G)1
to the touchhole, igniting the powder. Musket: damage Sling & stone +1D 5 10 15 E (3 S)1
3D+2; range 10/20/40; price D (10 G). Charge, wadding,
Thrown Weapons
and shot: VE (2 S) per bullet packet.
Boomerang, heavy +1D+1 5 40 100 M (3 G)
Wheellock Musket and Pistol: The wheellock
Dart +1 PHYS PHYS+1 PHYS+2 VE (7 C)
involves iron pyrites scraping against a wheel that turns
Rock, fist-sized +1 PHYS -2 PHYS -1 PHYS —
when the trigger is pulled, igniting a spark that sets
Javelin4 +2D 5 25 40 E (16 S)
off the primer. The musket is about 1.2 to 1.8 meters
Throwing dagger +1D 5 10 15 E (5 S)
in length, and 10 kilograms in weight, while the pistol
Throwing star +1D 5 10 15 VE (7 C)
is 15 centimeters and a little more than 3.5 kilograms
in weight.Wheellock pistols are commonly carried in a 1. Price is for firing part of weapon; arrows, bolts, or darts priced separately. 2.
brace of two, alongside the sword, and are of great use Blowguns commonly shoot poison darts; poison damage is in addition to damage
against armored foes. Like the matchlock musket, the listed. 3. Requires one full round to reload. 4. Longer than 60 centimeters, so may
wheellock musket requires a stand to aim correctly. The incur the unwieldy weapon modifier.
pistol and the musket each require 12 rounds to reload
Chapter 15 • Page 118
untrained such simple ones as sticks with only the Agility attribute.
Edged or pointed weapons do half damage when used to bludgeon
Melee Weapons instead of cut.
Type Damage Price
Awl, small knife, stake +2 VE (8 C) Improvised Weapons
Arrow, crossbow bolt, dart +1 VE (7 C) When a character’s up against something ugly and angry, and
Axe, battle* +3D M (3 G) his favorite sword’s back at his hideout, he grabs whatever he can
Ball and chain* +2D E (16 S) to get the job done.
Bullwhip* +1D E (4 S) That means that gamemasters aren’t always going to find estab-
Club (nonspiked), large stick* +1D+1 E (4 S) lished game mechanics for what their players want to use as weapons.
Club (spiked)* +1D+2 E (16 S) When this happens, the best way to handle the situation is use the
Hatchet +1D+1 E (15 S) mechanics of something similar. Most items either serve as a dagger
Halberd* +3D M (4 G) (such as a broken bottle) or a club (such as a table leg). Then modify
Katana* +3D M (5 G) the damage based on how sharp or heavy the improvised weapon is
Knife (large kitchen), to the comparison weapon.
dagger, stiletto +1D VE (4–12 S) Improvised weapons always use either melee combat or throwing,
Mace* +1D+1 E (18 S) and they always receive an improvised weapon modifier to the combat
Morning star +3D M (4 G) difficulty of +5 or more. On a card-played setback or a rolled Critical
Nunchaku* +1D+2 E (17 S) Failure when wielding the item, most improvised weapons break, the
Quarterstaff† +1D+2 VE (12 C) user hurts himself, or both — the greater the roll fails, the worse
Rapier* +2D E (19 S) the situation is. (If the user ends up hurting himself, use only the
Sai +1D+1 E (10 S) weapon bonus — do not include the user’s Strength Damage — to
Sap, hammer (tool) +1D E (3 S) determine the amount of damage done.)
Spear (metal tip)* +2D M (3 G) Generally, characters may rely on improvised weapons only a few
Sword, broad/long* +2D+2 M (3 G) times before they break (regardless of whether a Critical Failure or a
Sword, short +1D+2 E (15 S) setback occurred while using it), though ones designed to take abuse
Sword, two-handed* +3D+1 M (4 G) — such a heavy length of metal or a blacksmith’s hammer — can
Tonfa +1D+2 E (18 S) survive the battle (including Critical Failures) and continue to func-
Trident* +2D+2 M (3 G) tion as tools or armament.
War hammer* +3D E (19 S)
*Starred weapons or sets of weapons are longer than 60 cen-
timeters and thus may incur an unwieldy weapon modifier.
Vehicles
This section introduces a few terms unique to means of

Allows user to attack at Point Blank or up to 2 meters away
conveyance:
at Short range; incurs unwieldy weapon modifier of +5.
Scale Value: For gamemasters using the scale option (see page
71), this number indicates how much larger the vehicle is than a
Whips Human, relative to a Human’s scale value of zero.
A whip is a long, plaited strip attached to a handle. When Move: This is approximately cruising speed, given in both meters
a character uses it to strike a target, determine the success per round and (if applicable) kilometers per hour.
with the melee combat skill. Passengers: The number of people, including the crew, that the
A whip can also be used to entangle an opponent up to two vehicle can carry. Unless otherwise specified, the number of crew
meters away. The character uses throwing to make this kind needed to properly operate the vehicle is one.
of attack. If it’s successful, the whip wraps about the target. Toughness: This is the vehicle’s base damage resistance die code.
If it’s unsuccessful, the target takes full damage. It can also serve as a reasonable measure of the amount of damage it
It can also be used to disarm opponents (as a throwing can inflict. Players may not modify a vehicle’s Toughness by spending
called shot) or to swing over pits or other openings. To swing Character or Fate Points on it.
with the whip, the character makes a Difficult throwing roll Maneuverability: An indication of how easy the vehicle is to
to catch the whip around a projection overhead that can handle. Stunts are easier to perform in vehicles with higher die
support her weight. (The gamemaster may include modifiers codes than in those with lower ones. The Maneuverability die code
depending on the conditions.) is added to the driver’s or pilot’s appropriate skill total when that
person is attempting to do something fancy. (Vehicle stunts are
further explained in the “Movement” chapter.)

Melee Weapons Ship Weapons


Most muscle-powered weapons are melee weapons. Swords, knives, Occasionally, characters might find it necessary to mount or have
brass knuckles, and clubs are all examples. All of these weapons require mounted weapons on their sailing vessels.
melee combat to use. Gamemasters may allow characters to employ
Equipment • Page 119
Cannon: Made of heavy metal, cannons use gunpowder (or a
magical substance) to project large metal balls at a target. Each small
cannon requires a crew of two to load and fire, while a large cannon
needs a team of four. It requires one action each round to fire either
size, and they can only be fired every other round. The leader of the
cannon team aims and fires the weapon, with the marksmanship skill.
A Critical Failure could mean that powder was added incorrectly and
it doesn’t fire at all — or the gunpowder explodes in the cannon and
does damage to its users. Ships with a scale value of at least 15 may
add cannons. Cannons may not be turned, though their crews can
raise or lower them. Small cannon: damage 4D; range 50/200/800;
price difficulty of Very Difficult per cannon or 75 gold. Large cannon:
damage 5D; range 50/150/500; price difficulty of Heroic per cannon
or 125 gold.
Catapult: A small rope-and-wood structure mounted on the
fore or aft of the ship, out of the way of the sails, the catapult slings
a large object (usually a rock or metal ball) at its target. It requires
a round to reload. Because of its difficulty to aim correctly, add +5
to the user’s marksmanship difficulty. They may be mounted on any
vessel with a scale value of at least 12. Catapult: damage 3D+2; range
45/90/180; price difficulty of Very Difficult per catapult (up to two)
or 50 gold per catapult.
Ram: A long, stout wooden pole, the ram be mounted on any galley
or rowed ship with a scale value of at least 15. When the ship rams
another, the pilot must make a successful ramming roll using her pilotry.
With a successful attack, the defender receives double the normal dam-
age, while the attacker gets half. These values are determined before
rolling against Toughness. A ram adds +5 to the roll to regain control of Gamemasters might allow a smaller version of this weapon to be
the ship in the following round. Critical Failure on a low roll to regain mounted on large land vehicles.
control indicate the ram has broken off and further damages the ship.
A ram adds +1 to the ship’s price difficulty or five gold.

Vehicle Chart
Vehicle Type Scale Value Move1 Passengers2 Toughness Maneuverability Price3
Land Vehicles
Chariot, two-person carriage 3 animal’s Move x75% 2 4D -2 D (30 G)
Wagon (large, open) 5 animal’s Move x50% 8 4D+1 0 M (9 G)
Passenger carriage 6 animal’s Move x50% 5 4D+1 -1D VD (75 G)
Mine cart 3 animal’s Move x25% 2 5D+1 -3D M (7 G)
Water Vehicles
Canoe (paddles) 0 Physique or lifting roll 4 2D +1D E (17 S)
Galleon (sails) 14 7 (5 kph) 220 (120 crew) 7D+2 -2D L (95,000 G)
Galley, merchant (sails and oars) 15 10 (7 kph) 50 (43 crew) 5D+2 +2 L (110,000 G)
Galley, small (sails and oars) 14 12 (9 kph) 43 (40 crew) 4D+2 +1D+2 L (100,000 G)
Galley, war (sails and oars) 21 12 (9 kph) 540 (420) 7D+1 -2D L (200,000 G
Longship (sails and oars) 12 4 (3 kph) 120 (30 crew) 6D+2 0 L (38,000 G)
Rowboat (oars) 2 Physique or lifting roll 6 3D+2 0 E (19 S)
Sailboat, small (sails) 4 Wind + 25% of pilotry total 2 4D +2D VD (20 G)
1. First entry is meters per round, followed by kilometers per hour. For entries indicating a roll, roll the skill and use that as the number of
meters moved in that round. 2. Includes one crew member (unless otherwise specified). 3. Prices do not include the cost of hiring and feeding the
crew (about 2 silver per day per crew member; total the number of crew to get the per-day price difficulty).
CHAPTER XVI

• Gamemaster Tips •
What’s in this Chapter
You’ve made it this far, so you probably don’t want even more
“rules.” We’ll keep this chapter short by offering a list of helpful ideas.
If you want more guidance, you can find more gamemaster resources
online at www.westendgames.com.

The Tips
The most important rule to remember is have fun. All the other
rules in this book are intended to help you worry less about being
fair and more about enjoying developing a fantastic story with your
friends. Here are some ideas to help you with this.
• Before beginning play, skim the rulebook at least once. Refer to
it during the slow parts; make up the difficulties you can’t remember
during the exciting scenes.
• You’re in charge of the rules, not your players. However, find that
balance between being too strict and too lenient. Players need to feel
both challenged and like they accomplish something. If the players
contend you made an error in judgment or presentation, rectify the
matter or make it up to them later.
• You are permitted to place restrictions on character creation if
you don’t think you can come up with obstacles challenging enough
for the players to run wild.
• Be descriptive. Keep in mind the old rule of “show, don’t tell.”
Make your characters and scenes as interesting as you can. Try to work
as many senses as possible into descriptions. Think about how novel- in a niche, some handy berry bushes, a reformed thug, or a talkative
ists do it, and follow their example. (All right, it is possible to overdo child, just in case the players need a hand.
it — you’ll figure that out when your players start nodding off.) • Don’t give your villains more firepower (or damage-dealing devices
• Players know only what you tell them, so don’t expect them to or abilities) than could kill a player’s character in a single blow.
use a clue later that you don’t give them a chance to find now. • Never let a player’s character die unless doing so is particularly
• Have the players come up with a situation that you know is not in dramatic or heroic. Your characters come and go, but players use only
the book? Flip to the generic difficulties descriptions (if you’ve nowhere one or two, so they invest a lot more into their development.
else to start) or the generic modifiers (if you already have a difficulty). • Give new players leeway, but show players who persistently
Then pick a number based on the descriptions therein and go with it. make bad choices for their characters that there are consequences
You can also use this technique to reward player ingenuity. to their actions.
• Hide the adventure’s text or notes, so your players don’t know • When there’s tension between the players, call for a break. It
whether you’re changing something. It also increases the level of might be as simple as getting a snack, or as challenging as reminding
suspense and excitement, because they don’t know what’s going to the players that they are not their characters and they’re supposed
happen next. to have fun together.
• Adjust the dice totals to make sure that neither side trounces • If you need to encourage players to get into their characters, give
the other too fast (although sometimes, that just can’t be helped, them immediate, but small, rewards for doing so, such as a bonus to
so you have to add a few more henchmen, swarms of rats, or a sud- a skill roll or a reduction in difficulty.
den gas trap). • Customize your scenarios to the skill levels, character options,
• Keep a few appropriate filler obstacles handy, like game charac- backgrounds, and goals of the players’ characters, as well as the kinds
teristics for henchmen, rolling boulders, booby traps, critter swarms, of things that the players like (particular types of rewards, jokes, vil-
zombies, or whatever, for those times when you need to slow the lains, and so on). The players will feel like they’re actually participating
players down. Also, have a list of suitable helpers, such as a lost key in creating the story, rather than being dragged along.
CHAPTER XVII

• Adventure Tips •
What’s in this Chapter Low Fantasy
The key means of play in a roleplaying game is the adventure. Thus, A low fantasy world is much more “gray” than high fantasy. Magic
here’s a chapter devoted to some tips on preparing and running adven- is mysterious, and spells are difficult to cast (represented by a higher
tures, including obstacle ideas, rewards, and generic characters. base Spell Total). Monsters are dangerous and often few and far
between. Not everyone in the world is either good or evil, and the
Genre Options players’ characters may be of mixed morality.

The system and information in D6 Fantasy suits two types of


fantasy subgenres: high and low. The primary difference between the Creating Adventures
two lies in the amount of magic available, which in turn affects the Like most games, roleplayers must overcome a series of obstacles
types of characters played and monsters encountered. to reach a final goal. But in roleplaying games, that combination of
obstacles and goals, called an adventure, takes on the same structure
High Fantasy as a story. Both have an exposition, progressively more difficult chal-
lenges to overcome, a climax, and a resolution. You can use movies,
Myths, legends, and magic are the keywords in a high fantasy
television shows, novels, or comic books to come up with ideas for
campaign. Magic is common, ranging from every village having its
adventures, always remembering that the players get to decide how
own wizard or witch, to certain castes or groups limiting spell casting
their characters react to the given obstacle, instead of their actions
to their members. Often, the characters are larger-than-life heroes
being dictated by the writer.
who are battling an even larger foe. Good and evil are living entities,
You, the gamemaster, choose the hurdles the characters must
and quests are popular adventure hooks.
deal with. You provide a goal and then present the characters with a
series of problems that prevents them from reaching that objective.
The hindrances can take a variety of forms, from monsters to evil
viziers to sand storms to secret societies, depending on the genre
and the particular circumstances of the adventure your characters
are working through.

Types of Adventures
The most direct way of creating an adventure is to select the goal
first. Once you know the end, you can more easily decide on what
types of obstacles make it interesting for the characters to reach
the goal.
Caught in a Tight Spot: Escape from a situation that could cause
some type of harm to the characters or their allies.
Contest: The characters must accomplish a predetermined goal
more quickly or more efficiently than everyone else involved in the
contest.
Guard Duty: Protect someone or something from harm.
Foil a Plan: Stop someone else from accomplishing their goal.
Generally, the plan to be foiled has something to do with the destruc-
tion of a person, place, or thing of importance to the characters or
to the entire world.
Mystery: The players’ characters must discover the truth about
a person, thing, or event.
The Quest: Locate and retrieve an object or person at the behest
of another. It could be a stolen object, the person kidnapped, or a
criminal who’s escaped justice.
Chapter 17 • Page 122
Types of Obstacles Assigning Characteristics
Once you’ve determined the type of adventure you want to cre- Once you’ve come up with the overall concept for the character
ate, you must divide it up into smaller chunks called scenes, each or monster, you should decide on his game statistics. Skim through
containing one or two obstacles. A scene is triggered by the players’ the “Character Basics” and “Character Options” chapters for some
characters’ arrival at a given location or by the passage of time. Once ideas, jotting down whatever details are important for the character’s
the characters overcome or bypass the obstacle, they move on to the importance to the adventure and what’s needed to use him. There’s
next scene and one step closer to the goal of the adventure. Here are no need to follow the character creation rules exactly; instead, give
a few examples. each character or monster what you think he needs to play his part
in the story.
Adverse Conditions: Weather, terrain, monsters, and hostile or
The average adult Human has 2D in all attributes, with 3D or
uncooperative gamemaster’s characters can hamper the characters
4D in one or two attributes in which you feel the character should
in accomplishing the goal.
be comparable to the players’ characters. Depending on how much
Gamemaster’s Characters: The people that the player’s characters
experience you want an individual to have, give the average character
meet come in handy for all sorts of situations, so much so that there’s
between 7 and 14 dice in skills.
a whole section on them in this chapter.
Children generally have 1D in all attributes, with two or three
Combat: In order to continue forward or get
dice in skills, such as throwing (for tossing rocks, balls, food, etc.),
to something, the characters first must defeat a
running, swimming, hide, bluff, and charm. Older or gifted children may
creature or villain.
have more or a greater variety of skills. Children will have few, if any,
Diversions: Include extraneous details in
specializations. They often carry a favorite toy or nothing.
setting descriptions or when the players’ char-
Elderly adults may have fewer dice in their Agility, Coordination,
acters talk to other people. The details are more
and Physique. However, they have twice as many skill dice (between
for show than to further the adventure, but they offer
14 and 20), to account for their greater experience.
some interesting roleplaying opportunities.
Monsters and animals (those creatures that gamemasters wouldn’t
Information: The players’ characters often need to
allow players to take as characters) may have a minimum of 1D in
obtain information, and you can make this more chal-
any attribute (generally Intellect and Coordination), but they have
lenging by making it harder for them to find (two guards to
no attribute maximum. Use Disadvantages and Special Abilities as
convince instead of one), missing (part of a needed tablet has
inspiration for the game mechanics of various natural abilities for
been destroyed), in the form of a puzzle or riddle, from a question-
the creature.
able source, or giving the characters what seems like a right lead
Remember that, although clever, most animals and some monsters
but ends up being to the wrong place. However, make sure that the
are not as intelligent as Humans are. They don’t actively use skills,
information the characters seek really is attainable. Be careful not
though they may have some to represent their unconscious use of
to force the players’ characters to go through an enormous amount
them, such as mettle to resist being told what to do. Animals and
of trouble based on clues and hints you’ve given them only to find
monsters usually decide on the best course of action that will lead
that their efforts were wasted.
to their own survival, unless they are trained otherwise.
Multiple Goals: Typically for experienced roleplayers, adding
the rumor of a new goal can force the characters to rearrange their Body Points for generic characters likewise depend on age and
priorities. toughness. For base Body Points, use these guidelines: 5 for kids
Restrictions: The characters can’t use some of the regular equip- and elderly individuals, 10 for ordinary innocent bystanders and
ment or must be certain to perform certain rituals, or there will be most animals, 15 for minor villainous opponents, and 20 for major
dire consequences. secondary and leading gamemaster’s characters. Add to these values
Time Limits: There’s nothing like a time limit to speed up a any additional points as you deem appropriate.
scene. This kind of obstacle can take the form of limited supplies, Should you prefer the Wounds system, be sure
deteriorating weaponry, or a set amount of time before something to drop one or more levels from the bottom of
horrible occurs. the list. For example, most animals, kids, and
elderly would take one Wound level (Incapaci-
Gamemaster’s Characters tated) before dying, while minor character and
large animals might take two (Stunned and
During their adventures, players’ characters encounter various
Incapacitated), and so on.
allies, enemies, neutrals, and monsters who serve to shape the story,
establishing the setting or helping or hindering the characters at critical
Character Points and Fate Points
moments. Without these characters, nothing much would happen.
However, you don’t have to create enough characters to fill the Cannon-fodder villains, such as army troops, henchmen, and
entire universe. Save yourself work and carefully choose which game- merchants, typically have no Character Points or Fate Points. Minor
master’s characters play the most pivotal roles in your adventure villains, whose survival isn’t dependent upon the adventure’s plot
and design them in detail. Then select the less important characters may have one to three Character Points and (usually) no Fate Points.
and determine most of their background and personality, and so on Continuing villains, such as those who may be used for several adven-
until you come down to the nameless characters who need nothing tures or who are subordinate to the main villain, may have several
more than a brief mention. Character Points and no more than one or two Fate Points.
Adventure Tips • Page 123
Major villains who might Description
be used over the course of a The key here is to engage the players’
campaign and are integral to senses, just like a good movie, novel, or
an adventure should have at television show. Try to use evocative
least 11 Character Points (some words to give the players a clear and
characters may have well over 50 vivid view of their characters’ environ-
Character Points) and many will ment. The best way to learn how to
have at least three Fate Points. provide such lifelike descriptions is

Starting the
to picture the scene in your mind
and do whatever you can to convey
Adventure that same scene to your players. You
may incorporate movie or television
Once you’ve got the goal and a footage you’ve taped, maps and
few obstacles, you’ll need to give the diagrams you copied out of library
players’ characters a reason to go books, or even illustrations you’ve
on the adventure. Often called the drawn yourself. Sound effects CDs
hook, here are a few examples. especially can help you set the stage
Character Goals: The group, for the characters.
even just one of the players’ char- Just remember that your play-
acters, gets information that could ers have five senses. Don’t just rely
help get then closer to a long-term on the sense of sight. Describe
goal. what your characters hear, smell, touch,
Informant: Someone and (sometimes) taste. The following
lets the players’ charac- example engages several senses.
ters know about the goal Gamemaster: “The thick, musty
and gives them just enough smell of swamp begins to permeate
information to get to the first the air. From all around you, you
obstacle. The information could can hear the screeching chirps
be provided as a letter, a town of birds and small animals.
crier’s announcement, a posted The humidity settles against
flier, or an anonymous source. your skin like a blanket
In Medias Res: Start the game of moisture as you con-
in the middle of an explosive or tinue trudging forward
suspenseful event. Such fast starts on the increasingly squishy
put the players immediately on ground. The gangly gray
their toes, thrusting their charac- trees scattered in small
ters into the middle of the game stands reach upward into
before they even know it. Once the mist, and you get the
they’ve dealt with their immediate distinct feeling that something
problem, they’re thoroughly enmeshed in the story. out there is watching you.”
Mission Briefing: The organization in which the
characters are involved calls a meeting and sets reveals the goal Believable Characters
(though, of course, not how to accomplish it!). Other than the setting, the players’ characters will also encounter
other people who live in the game world. Your job is to make sure
Running Adventures that these gamemaster’s characters appear real to the players. Their
You’ve successfully brought the players’ characters into the adven- words and actions must seem appropriate in the context of their
ture. Now you have to keep them focused and enthralled with the plot. histories, personalities, and ambitions. If a stoic military officer
If you see their eyes start to wander, or they fall into a conversation suddenly took off his helmet and started joking around, the players
about the last game (or worse, what the watched on television last would probably just stare at you for a minute as the game comes
night), you know something’s gone wrong. This section should help crashing to a halt.
you maintain an involving story and a sense of “really being there.” Play each character to the best of your ability. Make sure he does
everything in his power to achieve his goals, whether he’s trying to
Setting the Scene thwart the players’ characters or earn a load of gold coins. This does
Your first job is to vividly depict the scene unfolding before the not mean that each gamemaster’s character should act overtly. Part of
players’ characters. Where are they? Who else is there? What’s hap- his goal may be to achieve his objective undetected, or to make it look
pening? These are the questions you must answer immediately. like someone else was responsible. Rather, the idea is that the character
Chapter 17 • Page 124
should use all of his resources — his skills, allies, finances, and so on rest of the adventure. In reality, however, he’s just a common thief
— to accomplish his immediate as well as his long-term goals. looking for an easy mark, or he thinks that one of the characters
looks familiar but doesn’t want to say anything until he’s sure he’s
Exciting Locales not mistaking that character for someone else.
Try to make each place the players’ characters visit seem different
than the others. By doing this, you can make these sights engaging Allowing the Characters to Fail
and memorable for the players. It’s that chance of failure that gives excitement to a roleplaying
game, so sometimes characters need to fail. If they roll poorly, or
Personal Stake are simply outclassed, or most importantly, if they play poorly, their
Every once in while you should ask to see the players’ character characters will not accomplish their goal.
sheets. Look for background information and personality traits that Yet, with each defeat, the characters (and players) should learn
might lend themselves to a personal stake. If a player has written that something. They may learn a better way to approach a situation, or
her character is extremely competitive, for example, you could create a they may stumble upon a tool or gadget that will help them in the
rival group that seeks to outdo the players’ characters at every turn. The future. It should take perseverance and dedication, but learning from
players will do everything in their power to make sure their characters mistakes will eventually lead to success.
succeed more often and more quickly than the newcomers.

Giving Options
Getting Feedback
Sometimes an adventure doesn’t thrill the players like you expected
Don’t constantly force your players to follow along the prescribed it to when you were first reading or creating it. As you run a scenario,
path of the adventure. They may have devised an alternate scheme try to pay attention to the players’ reactions to the various scenes.
for success not covered by the scenario, and you shouldn’t penalize Did they stand up and all try to talk at once during the puzzle-solving
them for their creativity. Instead you’ll have to use your judgment encounter? Did they go comatose when they reached the chase? Gauge
to run the remainder of the adventure. their reactions to your judgment calls and improvisation. The players’
If the players feel that they never have a choice, that you have words and actions can convey a great deal of information about what
predetermined what their characters will do and say — and there- they enjoyed most (and probably would like to see more of).
fore, how the adventure will turn out — they’re not going to have Ask the players what they did and didn’t like. You could even have
any interest in playing. Part of the fun of a roleplaying game is the them write you an anonymous note with a list of their favorite and
almost unlimited possible reactions to any given situation. Take least favorite scenes.
that away, and you’ve lost much of the reason for participating in Don’t take any negative responses as criticism. It takes a lot of
this type of game. work to plan and run a game, and you can’t always please everyone no
Sometimes the characters will have only a few choices — or at
least, a few obvious choices — and that’s fine if it makes logical sense
in the context of the scenario and doesn’t seem like an attempt by
you as the gamemaster to dictate their characters’ paths.
Reward creativity. Give the players a reason to exercise their brains.
The more freedom they believe they have, the more they’ll enjoy the
adventure. When their characters make a mistake, they have no one
else to blame it on, and when their characters succeed, they feel a
genuine sense of accomplishment.

The Subtle Art of Misdirection


If the players can correctly guess the conclusion of an adventure
while they’re progressing through the first encounter, the ensuing
encounters won’t provide as much excitement as they should.
This is where the subtle art of misdirection comes in. The object
here is to keep the players (and their characters) guessing and revis-
ing those guesses through the whole adventure. You can do this in
small ways: Make die rolls, smile for a moment, and then don’t say
anything about it; have the characters roll Acumen checks, ask for
their totals, and then just continue with the encounter; ask a player
for detailed information on how her character is going to close a
door (“Which hand are you using?” “Do you have a weapon in your
hand?”), but then have the portal close uneventfully.
You also have the option of throwing in major red herrings. If
a character starts tracking the players’ characters, the players will
immediately attempt to mesh this new person’s presence with the
Adventure Tips • Page 125
matter what you do. Just don’t forget to listen to what your players ously, more experienced characters will either have to experience
have to say. They may want to take the game in a different direction more adventures, or they’ll need bigger challenges.
than you do. Compromise. Make sure you and your players have fun. Here are a few guidelines for distributing Character and Fate
If not, either you or your players will eventually give up and find Points for an adventure that lasts two or more nights, several hours
something else to do during those precious spare moments. View per night. They are per character, not per group.
player reactions and comments as hints for what you can do in the Obstacle was easy to overcome (the difficulty numbers were
next adventure that will keep them on the edge of their seats. about three times the die code in the skills required): No reward.
Obstacle was somewhat difficult to overcome (the diffi-
Rewarding the Players culty numbers were about three to four times the die code in the
Part of the fun of roleplaying is watching characters improve and skills required): 1 Character Point per low-difficulty obstacle in the
develop. Gamemasters have plenty of options for helping that along, adventure.
though, of course, no single option should be overused or the players Obstacle was quite challenging to overcome (the difficulty
will have no reason to continue adventuring. numbers were about five times the die code in the skills required;
generally reserved for the climactic scene): 2 or more Character
Character Options Points per high-difficulty obstacle in the adventure (depending on
how many Character Points the characters had to spend to beat the
Look through the list of Advantages for some reward ideas.
difficulties set).
Typically, when a gamemaster allows access to an Advantage, it’s
Individual roleplaying (overcoming goals and playing in char-
a one-shot deal, especially for particularly powerful Advantages,
acter): 2 to 3 Character Points (awarded to each character, not to
such as being owed a favor by a king. If the characters want a more
the whole group).
permanent access to this kind of Advantage, they will have pay for
Group roleplaying (teamwork and interacting with each other
it (in Character Points).
in character): 3 to 4 Character Points.
Gamemasters might also give free Advantages to characters
Everybody had fun (including the gamemaster): 1 to 2 Char-
— along with an equivalent amount of Disadvantages!
acter Points.
Equipment and Other Loot Accomplished the goal: 1 Fate Point.

Depending on the circumstances of the present adventure and


the gamemaster’s ideas for future adventures, gamemasters may
Generic Characters
allow the players’ characters to keep equipment, gear, and treasure
that they find in abandoned temples or acquire from a villain’s lair. People
Gamemasters may even want to plant various items in the adventure Healer: Agility 2D, Coordination 2D, sleight of hand 2D+1, Phy-
for the players’ characters to locate, whether to fulfill a character’s sique 2D, stamina 2D+1, Intellect 3D, healing 4D, reading/writing
dream or help the group in a future scenario. Should the equipment 2D+1, scholar 2D+2, Acumen 2D, investigation 2D+1, Charisma
or other material cause the players’ characters to become too power- 2D. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points:
ful, too quickly, remember that things can break, become the object 2. Body Points: 10/Wound levels: 2. Equipment: large healer’s kit (+1
of desire by more powerful personages, or get stolen. bonus to 6 to 12 healing attempts).
Henchman: Agility 2D, fighting 4D, melee combat 3D, stealth
Funds 3D, Coordination 2D, lockpicking 3D, marksmanship 4D, Physique
Characters might choose to sell some of their loot and put the 3D, running 3D+2, Intellect 2D, Acumen 2D, hide 3D, streetwise 3D,
money into their investments or royal vaults. Depending on what tracking 3D, Charisma 2D. Move: 10. Physique Damage: 1D. Fate Points:
characters do with their money, gamemasters may allow a permanent 0. Character Points: 2. Body Points: 13/Wound levels: 2. Equipment:
one-pip increase to each of their Funds attribute (because of putting dagger (damage +1D), lockpicking tools (+1D to lockpicking rolls),
it into solid investments as determined by a trading roll), or give the soft leather armor (Armor Value +2).
characters a larger bonus to a limited number of Funds rolls (because Merchant: Agility 2D, riding 2D+1, Coordination 2D, sleight of
they kept the cash in a vault at their hideout). hand 2D+2, Physique 2D, running 2D+1, Intellect 2D, cultures 3D,
reading/writing 2D+2, scholar 3D, speaking 3D, trading 3D, Acumen
Information 2D, streetwise 2D+1, Charisma 3D, bluff 3D+2, charm 4D, persuasion
While not terribly tangible, information could be useful for drawing 3D. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2.
the characters into another adventure or helping to fulfill a character’s Body Points: 11/Wound levels: 2. Equipment: coins of various realms;
goal (such as discovering details about her mysterious past). trinkets or wares to sell; pouches; small knife (damage +2); heavy
garments (Armor Value +1).
Character and Fate Points Ranger: Agility 3D, dodge 3D+1, fighting 3D+1, melee combat
Assuming that the players have really been trying and have been 3D+1, stealth 3D+2, Coordination 2D, Physique 2D, running 3D+1,
sufficiently challenged by the adventure, each character should receive lifting 3D+2, Intellect 2D, Acumen 2D, hide 2D+2, investigation
enough Character Points to improve one skill, plus a few extra for 2D+1, search 2D+1, survival 2D+2, tracking 2D+2, Charisma 2D,
help in overcoming a low roll at a future inconvenient time. Obvi- intimidation 2D+1, mettle 2D+1. Move: 10. Strength Damage: 2D.
Chapter 17 • Page 126
Fate Points: 0. Character Points: 2. Body Points: 14/Wound levels: 2.
Equipment: short sword (damage +1D+2); knife (damage +1D); soft
leather armor (Armor Value +2); mottled green-grey cloak (+1 to hide
attempts among trees).
Ruffian: Agility 2D, fighting 3D, melee combat 3D, stealth 2D+1,
Coordination 2D, lockpicking 3D, Physique 3D, Intellect 2D, traps 3D,
Acumen 2D, gambling 2D+2, hide 2D+2, streetwise 3D, Charisma
1D, intimidation 3D. Move: 10. Strength Damage: 2D. Fate Points: 0.
Character Points: 2. Body Points: 12/Wound levels: 2. Equipment: dagger
(damage +1D); burlap bag.
Soldier: Agility 2D, dodge 3D, fighting 3D, melee combat 3D,
Coordination 2D, Physique 3D, lifting 3D+1, running 3D+1, Intel-
lect 2D, Acumen 2D, search 2D+1, streetwise 2D+1, survival 2D+1,
Charisma 2D, intimidation 2D+2, mettle 2D+1. Move: 10. Strength
Damage: 2D. Fate Points: 0. Character Points: 2. Body Points: 15/Wound
levels: 2. Equipment: short sword (damage +1D+2); knife (damage
+1D); padded leather armor (Armor Value +1D) with helmet.

Animals
Bird of Prey (Falcon, Hawk): Agility 4D, fighting 5D, flying 5D,
Coordination 1D, Physique 2D, Intellect 1D, Acumen 2D, search 3D,
tracking 3D, Charisma 2D, mettle 3D. Move: 32 (flying)/15 (gliding).
Strength Damage: 1D. Body Points: 7/Wound levels: 1. Natural Abili-
ties: wings allow the bird to fly or glide for several hundred miles or
as long as there are thermals to keep them aloft; beak (damage +2);
talons (damage +1D); small size (scale modifier 9).
Cat, Domestic: Agility 3D, fighting 4D, climbing 4D, dodge 4D, Dog, Guard: Agility 3D, dodge 6D, fighting 5D, Coordination
jumping 4D, stealth 4D, Coordination 1D, Physique 1D, running 3D, 1D, Physique 4D, running 4D+1, Intellect 1D, Acumen 2D, search
Intellect 1D, Acumen 2D, search 3D, tracking 3D, Charisma 2D, mettle 3D, tracking 4D, Charisma 2D, intimidation 5D, mettle 4D. Move:
3D. Move: 20. Strength Damage: 1D. Body Points: 8/Wound levels: 1. 25. Strength Damage: 2D. Body Points: 12/Wound levels: 2. Natural
Natural Abilities: claws (damage +2), teeth (damage +2); small size Abilities: teeth (damage +1D); small size (scale modifier 4).
(scale modifier 6). Horse: Agility 3D, fighting 4D, jumping 4D, Coordination 1D,
Cat, Large (Lion, Puma, Tiger): Agility 4D, climbing 5D, dodge Physique 4D, running 5D, Intellect 1D, Acumen 3D, Charisma 2D,
5D, fighting 5D, jumping 5D, stealth 5D, Coordination 2D, Physique intimidation 3D, mettle 3D. Move: 25. Strength Damage: 2D. Body
4D, running 5D, Intellect 1D, Acumen 2D, search 3D, tracking 3D, Points: 15/Wound levels: 2. Natural Abilities: hoof (damage +2); teeth
Charisma 2D, intimidation 5D, mettle 4D. Move: 30. Body Points: 24/ (damage +2); large size (scale modifier 3). Note: Horses can attack
Wound levels: 3. Strength Damage: 2D. Natural Abilities: thick fur (armor the same target twice in one round with their hooves (two front or
value +2), claws (damage +1D), teeth (damage +1D). Note: Large cats two back) at no penalty, or they can bite once.
can leap up to 10 meters horizontally or two meters vertically. Rats: Agility 3D, acrobatics 3D+1, climbing 3D+2, dodge 3D+1,
Cobra: Agility 4D, fighting 5D, stealth 5D, Coordination 2D, fighting 3D+2, jumping 4D, Physique 1D, running 3D, swimming 1D+2,
marksmanship: spitting 4D, Physique 1D, Intellect 1D, Acumen 2D, Intellect 1D, Acumen 2D, hide: self only 4D, search 3D, Charisma 1D,
search 3D, tracking 3D, Charisma 2D, intimidation 4D, mettle 4D. willpower 2D. Move: 3. Strength Damage: 1D. Body Points: 6/Wound
Body Points: 5/Wound levels: 1. Move: 15. Strength Damage: 1D. Natural levels: 1. Natural Abilities: teeth (Strength Damage only); swarm attack
Abilities: fangs (damage +1D; venom injected when fighting success (roll a single fighting total for entire group of rats, adding +5 to the
beats difficulty by 5 or more); venom spitting (with a called shot to total for every 10 creatures involved; if using the optional damage
the eyes or mouth, the cobra spits venom into this area); venom bonus, add the bonus for this roll to the Strength Damage of a single
(causes 5 points of damage or 1 Wound level every 10 minutes until rat); small size (scale modifier 9 for single rat).
victim dies or is treated; Very Difficult stamina roll to resist); small
size (scale modifier 9). Monsters
Dog, Domestic: Agility 3D, dodge 4D, fighting 4D, Coordination As there are so many different kinds of each monster in existence,
1D, Physique 3D, running 4D, Intellect 1D, Acumen 2D, search 3D, use this information when you need quick game characteristics.
tracking 4D, Charisma 2D, intimidation 3D, mettle 2D+1. Move: 25.
Demon, Minor Destructive: Agility 3D, fighting 4D, stealth 4D,
Strength Damage: 2D. Body Points: 9/Wound levels: 1. Natural Abilities:
Coordination 2D, throwing 4D, Physique 5D, lifting 5D+1, running
teeth (damage +1D); small size (scale modifier 5).
Adventure Tips • Page 127
6D, Intellect 2D, Acumen 2D, Charisma 2D, intimidation 6D, mettle marksmanship 4D, throwing 4D, Physique 3D, lifting 3D+1, running
4D. Move: 10. Strength Damage: 2D. Body Points: 24/Wound levels: 3. 4D, Intellect 1D, Acumen 2D, hide 2D+2, survival 3D, tracking 3D,
Disadvantages: Employed (R1), anyone who knows its true name can Charisma 1D, intimidation 2D. Move: 10. Strength Damage: 2D. Body
command it completely; Devotion (R3), totally committed to wreaking Points: 12/Wound levels: 2. Disadvantages: Devotion (R3), killing and
havoc. Special Abilities: Attack Resistance (R1), +1D to damage resis- looting. Special Abilities: None.
tance total against weapons not blessed or enchanted; Immortality Giant: Agility 3D, fighting 4D, melee combat 4D, Coordination
(R1), a holy symbol and proper ritual returns it to its realm. 1D, throwing 4D, Physique 5D, lifting 6D, running 6D+2, Intellect
Dragon, Young: Agility 3D, fighting 4D, flying 3D+1, Coordina- 2D, Acumen 1D, tracking 2D, Charisma 1D, intimidation 6D. Move:
tion 2D, marksmanship 3D, Physique 5D, lifting 5D+1, Intellect 3D, 10. Strength Damage: 3D. Body Points: 26/Wound levels: 4. Advantages:
Acumen 2D, Charisma 3D, intimidation 6D, mettle 3D+2. Move: 10. Size: Large (R2), scale value 6. Disadvantages: None. Special Abilities:
Strength Damage: 3D. Body Points: 32/Wound levels: 5. Advantages: Size: Hypermovement (R2) +4 to Move; Increased Attribute: Physique (R3),
Large (R4), scale value 12. Disadvantages: Achilles’ Heel: Metabolic +3 to all Physique totals. Equipment: Large club (damage +2D).
Difference (R3), requires large quantities of fresh meat; Infamy (R3), Walking Dead (Mummy, Skeleton, Zombie): Agility 2D, fight-
species feared and hunted because of destructive tendencies; Quirk ing 3D, Coordination 1D, Physique 2D, lifting 3D, Intellect 1D, Acumen
(R3), easily angered; Quirk (R3), greedy. Special Abilities: Natural 1D, search 3D, tracking 3D, Charisma 1D, intimidation 6D. Move: 10.
Armor: Scales (R2), +1D to damage resistance total; Natural Hand- Strength Damage: 2D. Body Points: 15/Wound levels: 2. Disadvantages:
to-Hand Weapon: Claws (R3), damage +3D; Natural Ranged Weapon: Employed (R3), slave to the one who raised them. Special Abilities:
Fiery Breath (R2), damage 6D. Hardiness (R2), +2 to damage resistance totals; Immortality (R1),
Evil Humanoid (Goblin, Kobold, Orc): Agility 3D, climbing cease functioning when smashed to pieces or head is cut off.
3D+2, fighting 4D, jumping 3D+1, stealth 4D, Coordination 3D,

Monster Worksheet
Species Name: _____________________________________________________________________________________________
Physical Description: _______________________________________________________________________________________
__________________________________________________________________________________________________________
Habitat: __________________________________________________________________________________________________
Other Information (social structure, defense of territory, predators, preferred prey, mating, etc.): _____________________________
__________________________________________________________________________________________________________
__________________________________________________________________________________________________________
__________________________________________________________________________________________________________
Game Characteristics (recommended 1D–2D in attributes for creatures less powerful than players’ characters, 2D–3D for as powerful, and
4D or more for more powerful; skills are generally 1D–4D above base attribute)
Agility: ____________ Skills: _________________________________________________________________________________
Coordination: _______ Skills: _________________________________________________________________________________
Physique: __________ Skills: _________________________________________________________________________________
Intellect: ___________ Skills: _________________________________________________________________________________
Acumen: ___________ Skills: _________________________________________________________________________________
Charisma: __________ Skills: _________________________________________________________________________________
Strength Damage: ___________ Move: ________________ Body Points: ______________ Wound levels: _____________
Natural Abilities (see Special Abilities on pages 32–41 for ideas): ______________________________________________________
__________________________________________________________________________________________________________
Weaknesses (see Disadvantages on pages 17–27 for ideas): ___________________________________________________________
__________________________________________________________________________________________________________

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Templates • Page 128

Fantasy
Character Name: ___________________________________
Occupation: Bard ___________________________________
Race: Human ____________________ Gender: __________
Age: __________Height: ___________ Weight: __________
Physical Description: _______________________________
__________________________________________________

Agility _______________ 2D Intellect ______________ 4D


climbing ________________ cultures _________________
dodge___________________ healing _________________
fighting _________________ navigation _______________
melee combat ____________ reading/writing ___________
riding ___________________ scholar__________________
stealth __________________ speaking ________________
________________________ trading _________________
________________________ ________________________
________________________ ________________________
________________________ ________________________ Advantages: None
________________________ ________________________
________________________ Disadvantages: Quirk (R1), your muse often
Coordination _________ 2D
________________________ overcomes you and inspires you to create a
lockpicking ______________ song or story on the spot
________________________ Acumen ______________ 4D
________________________ artist ___________________ Special Abilities: Skill Bonus: Eidetic (R1), +1
________________________ disguise _________________ bonus to speaking, scholar, and investigation
________________________ gambling ________________ totals
________________________ hide ____________________ Equipment: Dagger (damage +1D); leather
________________________ investigation _____________ jerkin (Armor Value +2); paper; quill and ink;
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know-how _______________ scroll tube


Physique _____________ 2D
search __________________
running _________________ Description: Others get ideas for their tales
streetwise _______________
________________________ second or third hand. You prefer to see the
survival _________________
________________________ really exciting parts of history unfold for
________________________
________________________ yourself.
________________________
________________________
________________________
________________________
Extranormal ___________ 0
Charisma _____________ 4D
________________________
bluff____________________
________________________ Strength Damage _________________1D
charm __________________
________________________
intimidation _____________ Move ____________________________ 10
________________________
mettle __________________
________________________ Body Points ______________________24
persuasion_______________ Wound Level Body Points Range
________________________ Stunned 14–19
________________________ Fate Points _____________ 1 Wounded 9–13
________________________ Character Points________ 5 Severely Wounded 4–8
________________________ Incapacitated 2–3
________________________ Funds ________________ 5D Mortally Wounded 1
________________________ Silver _______________ 300 Dead 0
Templates • Page 129

Fantasy
Character Name: ___________________________________
Occupation: Cleric __________________________________
Race: Human ____________________ Gender: __________
Age: __________Height: ___________ Weight: __________
Physical Description: _______________________________
__________________________________________________

Agility ______________ 2D+1 Intellect ____________ 3D+2


acrobatics _______________ cultures _________________
fighting _________________ healing _________________
melee combat ____________ navigation _______________
riding ___________________ reading/writing ___________
________________________ scholar__________________
________________________ speaking ________________
________________________ trading _________________
________________________ ________________________
________________________ ________________________
________________________ ________________________ Advantages: Equipment (R1), armor and
________________________ weapon
Coordination _________ 2D
________________________
charioteering ____________ Disadvantages: Devotion (R2), to your
throwing ________________ Acumen _____________ 3D religion; Employed (R1), must follow sect’s
________________________ artist ___________________ regulations
________________________ crafting _________________
________________________ disguise _________________ Special Abilities: Skill Bonus: Miracles (R2). +2
________________________ investigation _____________ to strife, divination, and favor skill totals
________________________ know-how _______________ Equipment: Mace (damage +1D+1); hard
search __________________ leather armor (Armor Value +1D+1); religious

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Physique _____________ 2D
survival _________________ symbol; leather pouch; ceremonial cloth
lifting __________________
________________________
running _________________ Description: Being the youngest of a very
________________________
stamina _________________ large family, your family sent you away to a
________________________
________________________ join a religious sect, one that promoted char-
________________________
________________________ ity and knowledge.Your sect has now sent you
________________________
________________________ out to practice what you have been taught
Miracles _____________ 2D and help others. Although you will defend
Charisma _____________ 3D
divination _______________ yourself,you consider indiscriminate violence
animal handling __________
favor ___________________ as stooping to the level of lesser beings.
bluff____________________
strife ___________________ Strength Damage _________________1 D
charm __________________
________________________
command _______________
________________________ Move ____________________________ 10
intimidation _____________
________________________ Body Points ______________________ 23
mettle __________________ Wound Level Body Points Range
persuasion_______________ Stunned 14–19
________________________ Fate Points _____________ 1
Wounded 9–13
________________________ Character Points________5 Severely Wounded 4–8
________________________ Incapacitated 2–3
________________________ Funds _______________ 3D
Mortally Wounded 1
________________________ Silver _______________ 180 Dead 0
Templates • Page 130

Fantasy
Character Name: ___________________________________
Occupation: Gladiator _______________________________
Race: Human ____________________ Gender: __________
Age: __________Height: ___________ Weight: __________
Physical Description: _______________________________
__________________________________________________

Agility _______________ 4D Intellect ______________ 2D


acrobatics _______________ healing _________________
climbing ________________ ________________________
dodge___________________ ________________________
fighting _________________ ________________________
jumping ________________ ________________________
melee combat ____________ ________________________
riding ___________________ ________________________
stealth __________________ ________________________
________________________ ________________________
________________________ ________________________ Advantages: Trademark Specialization
________________________ ________________________ (R1), gain +2D when using one weapon (your
________________________
Acumen ______________ 3D choice) plus you may be recognized by those
________________________
crafting _________________ watching
Coordination _________ 3D gambling ________________ Disadvantages: Devotion (R1), you are de-
charioteering ____________ know-how _______________ voted to fighting
marksmanship ___________ streetwise _______________
throwing ________________ survival _________________ Special Abilities: None
________________________ ________________________ Equipment: Short sword (damage +1D+2);
________________________ ________________________ hard leather armor (Armor Value +1D+1); small
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________________________ ________________________ shield (Armor Value +2D)


________________________ ________________________
Description: You have so focused yourself
________________________
Physique _____________ 4D on battle that you find it hard to resist a
________________________
lifting __________________ fight when you have the opportunity. From
________________________
running _________________ your time in the arena circuit, you’ve become
________________________
stamina _________________ famous for the use of a particular weapon.
swimming _______________ Extranormal __________ 0D
________________________ ________________________
________________________ ________________________
________________________ ________________________ Strength Damage ________________ 2D
________________________
Charisma _____________ 2D Move ____________________________ 10
________________________
command _______________ Body Points _____________________ 38
________________________
intimidation _____________ Wound Level Body Points Range
mettle __________________ Stunned 22–30
persuasion_______________ Fate Points _____________ 1 Wounded 15–21
________________________ Character Points________ 5 Severely Wounded 7–14
________________________ Incapacitated 3–6
Funds ________________ 3D
________________________ Mortally Wounded 1–2
________________________ Silver ________________180 Dead 0
Templates • Page 131

Fantasy
Character Name: ___________________________________
Occupation: Healer _________________________________
Race: Human ____________________ Gender: __________
Age: __________Height: ___________ Weight: __________
Physical Description: _______________________________
__________________________________________________

Agility _____________ 2D+2 Intellect ______________ 4D


climbing ________________ cultures _________________
dodge___________________ healing _________________
melee combat ____________ reading/writing ___________
riding ___________________ scholar__________________
________________________ speaking ________________
________________________ trading _________________
________________________ ________________________
________________________ ________________________
________________________ ________________________
________________________ ________________________ Advantages: None
________________________
Coordination _________ 2D
________________________ Disadvantages: Quirk: Stutter (R1), whenever
sleight of hand ___________ you fail a ski